• 제목/요약/키워드: Digital Reproduction

검색결과 184건 처리시간 0.026초

Image Quality Enhancement and Evaluation for Digital Displays

  • Kim, Kyoung-Tae;Ryu, Byong-Tae;Jang, Seul-Ki;Kim, Yu-Hoon;Chen, Qiao Song;Kim, Choon-Woo
    • 한국정보디스플레이학회:학술대회논문집
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    • 한국정보디스플레이학회 2008년도 International Meeting on Information Display
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    • pp.1393-1396
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    • 2008
  • Image quality is one of the most important factors affecting the performance of digital displays. This paper introduces various digital image processing techniques commonly applied to digital displays. They include preferred color correction, tone reproduction, and frame rate conversion. Also, issues related to image quality evaluation are addressed.

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들뢰즈의 '사건'개념에 의한 디지털 공간 표현에 관한 연구 (A Study about Expression of the Digital Space according to Deleuze's 'Event' Concept)

  • 박준홍;윤재은
    • 한국실내디자인학회논문집
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    • 제18권3호
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    • pp.66-73
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    • 2009
  • In the digital age, as it is ambiguous to distinguish between the original and a replica, the order of reproduction which is more realistic than the reality is becoming a new cultural order. Before the period when digital paradigm dominates, always the reality has been an object to be copied. But, today is an age of Simulacre where code of digital technology dominates. Such a phenomenon is shown in the construction space without exception Gilles Deleuze who was a representative philosopher of the post-structuralism depicted the concept of Simulacre as an instant 'event' passing by without change in an object or substance. As the result of analyzing what kinds of feature for the concept of event is expressed in the digital space, a diagram itself could be a design process, the digital space with correlation was able to be created through the change in the meaning according to the changing image and my body which was the leading part to form primary space. In such a meaning, this study pays attention to Deleuze's 'Event(Simulacre)' concept. At this transitional period when a new concept of digital space is about to take root, the modern philosophers' theories and the discussions about spatial relativity should be continually studied, along with the development of spacial theories for the modem construction.

디지털 콘텐츠 저작권 보호를 위한 CDN에서 다중서명 (Multisignature Suitable for Digital Contents Copyright Protect ion on CDN)

  • 신승수;김덕술
    • 한국컴퓨터정보학회논문지
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    • 제10권4호
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    • pp.77-85
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    • 2005
  • 디지털 저작권 보호는 저작자의 지적인 재산권과 그에 기울인 노력의 보호 측면에서 중요하며 디지털 콘텐츠 산업의 발전을 위해 매우 중요하다. 하지만 디지털 콘텐츠는 복제가 용이하고 원본과 복사본이 동일하다는 특성으로 인해 저작권의 보호와 대량 불법 복제 및 불법 유통 방지에 어려움을 겪고 있는 실정이다. CDN에서 디지털 콘텐츠 제공자들은 공동으로 저작된 디지털 콘텐츠에 대한 저작권 보호 방안이 필요하다. 본 논문에서는 공동으로 저작된 디지털 콘텐츠에 대한 저작권 보호를 위하여 부인방지 다중기법을 사용하였다. 부인방지 다중기법에 대한 효율성을 입증하였다.

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한국과 일본 축제의 백제복식 재현에 관한 연구: 백제문화제와 사천왕사왔소축제의 행렬복식을 중심으로 (A Study on the Reproduction of Baekje Costumes Exhibited in Korean and Japanese Festivals: Focusing on Parade Costumes from Baekje Cultural and Sacheonwangsawasso Festivals)

  • 마유리;김은정
    • 대한가정학회지
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    • 제49권5호
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    • pp.11-22
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    • 2011
  • This study aimed to suggest more appropriate and accurate festival costumes based on a comparative analysis on various reproduced costumes and a period review of traditional festival costumes. In particular, the comparative analysis examined festival costumes which appeared in Korean and Japanese festival parades during the Baekje Period. The Baekje Cultural and Sacheonwangsawasso Festivals were examined. A literature review as well as field research and digital restorative techniques were used in the study. The reproduction patterns of Baekje costumes from both festivals were compared with original Baekje costumes, demonstrating several differences in the configuration, material, color, and shape of the costumes in addition to the way they were worn. Based on the comparative analysis, Baekje costumes used in Festivals were grouped into three categories: King's Costume, Queen's Costume, and Government Official's Costume. Dress sketches and 3D illustrations also have been presented.

Convergence Modeling and Reproduction of a Bigyeokjincheolloe (Bomb Shell) Based on Three-dimensional Scanning and 𝛾-ray Radiography

  • Kim, Da Sol;Jo, Young Hoon;Huh, Il Kwon;Byun, Sung Moon
    • 보존과학회지
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    • 제38권1호
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    • pp.55-63
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    • 2022
  • The Bigyeokjincheolloe (bomb shell), a scientific cultural heritage, has outstanding historical value for sustaining a gunpowder weapon of Joseon. In this study, the bomb shell was modeled through three-dimensional (3D) scanning centered on the external shape and 𝛾-ray radiography-based on the internal shape. In particular, to improve the contrast in the radiographic image, optimization and image processing were performed. After these processes, the thickness of the inner wall (2.5 cm on average) and the positions of the three mold chaplets were clearly revealed. For exhibition purposes, the 3D model of the bomb shell was output to a 3D printer and the output was rendered realistic by coloring. In addition, the internal functional elements, such as Mokgok, fuse, mud, gunpowder, and caltrops, were reproduced through handwork. The results will contribute to the study of digital heritages in two ways. First, the internal and external shapes of the bomb shell were modeled by fusing two different technologies, namely, 3D scanning and 𝛾-ray radiography. Second, the internal shape of the bomb shell was constructed from the original form data and the reproduction was utilized for museum exhibitions. The developed modeling approach will greatly expand the scope of museum exhibitions, from those centered on historical content to those centered on scientific content.

디지털 지식상품의 가격수용도와 구매인지부조화 영향요인에 관한 연구 (Factors Influencing the Price Acceptability and Cognitive Dissonance for the Purchaser of Digital Knowledge Goods)

  • 정대율
    • 한국정보시스템학회지:정보시스템연구
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    • 제22권4호
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    • pp.85-115
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    • 2013
  • Digital knowledge and information goods as experience goods have some unique characteristics such as close to zero reproduction and distribution cost, high price volatility, and low price acceptability. For the reasons, the pricing policies of digital knowledge goods are very difficult and complicate. Also, most consumers of digital goods have experienced cognitive dissonance after buying decision. The purpose of this paper is to investigate what factors affect the price acceptability level and cognitive dissonance of digital knowledge goods buyers. This paper suggest a structural model that was established by the cognitive dissonance theory and S-O-R(Stimulus-Organization-Response) model. The model is consisted of four exogenous variables and three endogenous variables. The empirical test and statistical analysis suggest following results and practical implications. The variables such as product involvement and perception of price fairness that have positive roles to price acceptability have strong influence on the all the three endogenous variables. But the variables such as sale proneness and price mavenism that have negative roles to price acceptability have little influence on the all the three endogenous variables. In the model, the payment intention was very important mediating variable between exogenous variables and two dependent variables, ie. price acceptability and cognitive dissonance. These results imply that the digital knowledge portals must have some differentiated pricing policies to the customers who have price consciousness and price mavenism. Also, they need some special promotions to whom have positive attitude to the value of digital goods.

멀티미디어 콘텐츠의 안전한 유통을 위한 안드로이드 폰에 기반을 둔 보안에 관한 연구 (A Study on Multi-Media Contents Security Using Android Phone for Safety Distribution)

  • 신승수;김용영
    • 디지털융복합연구
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    • 제10권6호
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    • pp.231-239
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    • 2012
  • 본 논문에서는 기존 WCDRM(Watermark & Cryptography DRM) 모델과 스마트카드를 이용한 모델에서 제안한 방법의 문제점을 해결하기 위해 사용자의 최소한 정보를 이용한 인증과 멀티미디어 콘텐츠에 대한 암호화, DRM(Digital Right Management), 접근제어 등의 기술을 이용하여 사용자의 정보를 보호하고, 저작권자와 배포권자, 사용자의 권리를 보호하는 콘텐츠 유통 모델을 제안하였다. 제안한 시스템은 기존 방식의 단점을 해결하였을 뿐만 아니라 네 가지 유형의 위험, 즉 타 휴대기기에서 다운로드한 콘텐츠의 사용 여부와 복호화 키에 대한 공격, 콘텐츠 유출 공격, 불법 복제 등 내부자 공격 등을 모두 방어할 수 있다는 점에서 가장 안전한 방법으로 평가되었다.

요리스 라만(Joris Laarman)의 3D프린터를 활용한 가구디자인에 관한 연구 (Study of Furniture Design Utilizing 3D Printers Joris Laarman)

  • 이현정
    • 한국가구학회지
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    • 제27권2호
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    • pp.128-136
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    • 2016
  • Digital designs that appear in the three-dimensional virtual space by the digital type are designed as there is not an image created with an organic artificially generated (Creation) and representation (Modifying), developed by the specific environment given. The advanced digital design will produce a result with an algorithm according to a mathematical operation and the environment and has the nature of generating the real world, changes, development and affinity (Genetic Process). The digital design process is largely defined by a set of processes that are consistently designed to integrate form of creation, reproduction, proceeds in three steps, while the manufacture and assembly as a form of maintenance as possible the intended form of control data from the concept of building. By Joris Laarman 3D printer design is a simulation created by the digital process by the various algorithms and design achieved through the development of 3D printers, such as new materials and MX3D. From the mold production of a complex whole by using a robot and other digital production tool extracts a variety of forms.

스마트 폰을 이용한 멀티미디어 콘텐츠 보안에 관한 연구 (A Study on Multi-Media Contents Security using Smart Phone)

  • 김동률;한군희
    • 디지털융복합연구
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    • 제11권11호
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    • pp.675-682
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    • 2013
  • 본 논문에서는 스마트카드를 이용한 모델에서 제안한 방법의 문제점을 해결하기 위해 사용자의 최소한 정보를 이용한 인증과 멀티미디어 콘텐츠에 대한 암호화, DRM(Digital Right Management), 접근제어 등의 기술을 이용하여 사용자의 정보를 보호하고, 저작권자와 배포권자, 사용자의 권리를 보호하는 콘텐츠 유통 모델을 제안하였다. 제안한 시스템은 기존 방식의 단점을 해결하였을 뿐만 아니라 네 가지 유형의 위험, 즉 타 휴대기기에서 다운로드한 콘텐츠의 사용 여부와 복호화 키에 대한 공격, 콘텐츠 유출 공격, 불법 복제 등 내부자 공격 등을 모두 방어할 수 있다는 점에서 가장 안전한 방법으로 평가되었다.

장치 독립적 컬러 공간에서 기준 컬러를 이용한 디지털 영상의 컬러 보정 알고리즘 (A Color Compensation Algorithm using Reference Colors in the Device Independent Color Space)

  • 이석한;김태은;최종수
    • 디지털콘텐츠학회 논문지
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    • 제10권4호
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    • pp.569-578
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    • 2009
  • 본 논문에서는 컬러 보정차트를 이용한 디지털 영상의 컬러 보정 알고리즘을 제안한다. 제안된 알고리즘은 기준 컬러 값과 영상으로부터 취득된 컬러 값 사이의 컬러 변환 관계를 계산하기 위하여 별도의 컬러 보정 차트를 이용한다. 기존의 컬러 재현 알고리즘은 취득된 영상에 대한 컬러 스펙트럼 분석 및 디지털 영상의 형성 과정에 대한 모델링 등을 통한 방법을 이용하여 취득된 영상에 대한 컬러를 보정하는 방법을 주로 이용한다. 제안된 알고리즘은 차트로부터 제공되는 기준 영상과 취득된 영상의 컬러 사이의 변환 관계를 이용하여 컬러 보정 과정을 수행한다. 제안된 알고리즘은 두 단계로 수행된다. 컬러 보정의 첫 번째 단계에서는 컬러 차트의 영상을 취득한 다음, 내부의 기준 컬러 값과 차트 영상으로부터 취득된 컬러 값 사이의 변환 관계를 계산한다. 두 번째 단계에서는 계산된 변환 관계를 이용하여 차트 영상과 유사한 조건에서 촬영된 영상에 대한 컬러 보정을 수행한다. 제안된 알고리즘의 성능을 평가하기 위해서 다양한 조건 하에서 실험을 수행하였으며, 이를 일반적인 상용프로그램들의 컬러 보정 성능과 비교 및 평가하였다.

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