• 제목/요약/키워드: Digital graphic

검색결과 473건 처리시간 0.03초

미디어스킨 기반의 그래픽 조형 요소에 관한 연구 (Research about Graphic Modeling Element of Media Skin)

  • 김문석;오문석
    • 디지털산업정보학회논문지
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    • 제6권3호
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    • pp.151-158
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    • 2010
  • Media Skin is in form extended of TV or computer monitor that is digital media picture or digital output of graphic. Mean reflex or graphics applied in LCD Window of portable phone or LED display etc. of city environment mainly. Draft and study skill development trend and studied about role as graphic modeling to Media Skin. Media Skin that inflect LED over inside and outside of the country impulse to steal current is embodied. It is situating from modern society to one media trend. Progressed general investigation about Media Skin's connection skill in research. As culture contents progressed determinate research to graphic modeling element etc. As graphic modeling of new media special quality is construed by 4 as following. Contact, Real time, Nonlinear, Multi-Communication are it. Media Skin has function as symbol of city or media construction facade. Also, have enough value as function new media as information offer function, art.

The Design of Reliable Graphics-DTV Signal Converter Using EDAC Algorithm in DTV System

  • Ryoo, Dong-Wan;Lee, Jeun-Woo
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2003년도 ICCAS
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    • pp.2126-2130
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    • 2003
  • In the integrated systems, that is integrated digital TV(DTV) internet and home automation, like home server, is needed integration of digital TV video signal and computer graphic signal. The graphic signal is operating at the high speed and has time-divide-stream. So the re-request of data is not easy at the time of error detection. therefore EDAC algorithm is efficient. In this paper, we show a scheme, that is integration of graphic and dtv format signal for DTV monitor display. This paper also presents the efficiency error detection auto correction(EDAC) for conversion of graphics signal to DTV video signal. A presented EDAC algorithms use the modified hamming code for enhancing video quality and reliability. A EDAC algorithm of this paper can detect single error, double error, triple error and more error for preventing from incorrect correction. And it is not necessary an additional memory. In this paper The comparison between digital TV video signal and graphic signal, a EDAC algorithm and a design of conversion graphic signal to DTV signal with EDAC function in DTV system is described.

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입력 장치에서 컬러 랜더링을 고려한 최적의 프로파일 제작에 관한 연구 (A Study on Production of Optimum Profile Considered Color Rendering in Input Device)

  • 구철회;조가람;이성형
    • 한국인쇄학회지
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    • 제28권2호
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    • pp.117-128
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    • 2010
  • Advancements in digital image have put high quality digital camera into the hands of many image professionals and consumers alike. High quality digital camera images consist originally of raw which have a set of color rendering operation applied to them to produce good images. With color rendering, the raw file was converted to Adobe RGB and sRGB color space. Also color rendering can incorporate factor such as white balance, contrast, saturation. Therefore, in this paper we conduct a study on production of optimum profile considered color rendering in digital camera. To do the experiment, the images were Digital ColorChecker SG target and ColorChecker DC target. A profiling tool was ProfileMaker 5.03. The results were analyzed by comparing in color gamut of $CIEL^*a^*b^*$ color space and calculating ${\Delta}E^*_{ab}$. Also results were analyzed in terms of different $CIEL^*a^*b^*$ color space quadrants based on lightness, chroma.

할리우드 영화예고편 타이틀 디자인의 모션그래픽 연구 (A Study on Motion Graphic about Title Design in Hollywood Movies Trailer)

  • 김종성
    • 한국산학기술학회논문지
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    • 제13권3호
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    • pp.1021-1026
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    • 2012
  • 치열한 미디어환경에서 차별화된 영상 콘텐츠를 만들기 위한 새로운 영상 기술을 도입되며 모션 그래픽은 영상콘텐츠에서 독특한 영상 효과와 메시지 전달을 위해 사용되고 있다. 본 연구는 디지털 영상의 집약 체라 할 수 있는 허리우드 영화 예고편에 나타난 타이틀 디자인의 모션 그래픽을 분석하였다. 다양한 영태의 편집과 독자적인 타이틀을 만들기 위해 모션 그래픽을 사용하여 독자들에게 좀 더 효과적으로 접근하기 위해 많은 제작비와 노력을 기울이고 있다. 본 연구는 2011년 11월-2012년 1월 사이에 소개된 예고편을 중심으로 영상과 타이포 그래픽의 움직임을 7개 모션으로 분석하여 모션의 다양한 방법이 장르에 따라 어떻게 나타나는지를 알아보고자 하였다. 또한 모션의 요인들을 분류하고 표현에 대한 효과를 분석을 6가지의 영역으로 분류하여 장르별 콘텐츠의 특성을 제시하였다.

A Study on Real-time Graphic Workflow For Achieving The Photorealistic Virtual Influencer

  • Haitao Jiang
    • International journal of advanced smart convergence
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    • 제12권1호
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    • pp.130-139
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    • 2023
  • With the increasing popularity of computer-generated virtual influencers, the trend is rising especially on social media. Famous virtual influencer characters Lil Miquela and Imma were all created by CGI graphics workflows. The process is typically a linear affair. Iteration is challenging and costly. Development efforts are frequently siloed off from one another. Moreover, it does not provide a real-time interactive experience. In the previous study, a real-time graphic workflow was proposed for the Digital Actor Hologram project while the output graphic quality is less than the results obtained from the CGI graphic workflow. Therefore, a real-time engine graphic workflow for Virtual Influencers is proposed in this paper to facilitate the creation of real-time interactive functions and realistic graphic quality. The real-time graphic workflow is obtained from four processes: Facial Modeling, Facial Texture, Material Shader, and Look-Development. The analysis of performance with real-time graphical workflow for Digital Actor Hologram demonstrates the usefulness of this research result. Our research will be efficient in producing virtual influencers.

게임에서의 자연풍경의 그래픽 스타일 차이에 따른 감성 반응 분석 (Analysis of Emotional Responses to Different Graphical Styles of Natural Scenery in Video Games)

  • 홍한선;김성수;강민지;이주영
    • 한국환경과학회지
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    • 제32권12호
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    • pp.979-985
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    • 2023
  • After the outbreak of COVID-19, the demand for home-enjoyable video games has surged, driven by extended pandemic conditions and resulting in rapid graphic technology advancements. Consequently, games with diverse expression techniques have emerged, captivating players. Virtual Reality (VR) environments predominantly feature natural landscapes, with advancing graphic technology enabling lifelike scenes. The rise in individuals seeking solace through natural elements in games has followed suit. As VR technology and metaverse interest grow, more people are exposed to digital imagery. However, evidence on the influence of graphic expression methods on emotional response to that is lacking. Our study examined user emotional responses, focusing on natural landscapes in digital graphics of games. Analyzing a group of 47 young adults as frequent digital media consumers, we studied reactions to different image styles (Realism, Semi-Realism, Stylized). In the analysis, Realism-style images were perceived the most positively, while emotional responses to natural landscapes with different graphical expressions showed no significant differences. Results suggest that recognizing digital natural landscapes may outweigh expression style impacting the evaluation of digital nature. This study's empirical analysis enhances the understanding of digital nature's application to actual situations.

CIP 4 Work Flow의 현장 적용에 관한 연구 (A Study on the Acting Application of CIP 4 Work Flow)

  • 김세진;하영백;오성상;이의수
    • 한국인쇄학회지
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    • 제24권2호
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    • pp.1-10
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    • 2006
  • In the past few years, the printing industry has witness a trend that has become ever more defined: due to the advent of digital technology, the production of short print runs has continued to gain in importance. An important initiative for the support of digital work flow in the manufacturing of printed products is CIP4 consortium. CIP4 stands for "International Cooperation for Integration of Prepress, Press and Post-press, it is an association of around forty international companies, mostly manufacturers of prepress, press and post-press, as well as suppliers and users. In this paper, we studied on the acting application of CIP4 work flow.

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옥내외 광고용 디지털 인쇄의 색 관리 방안에 관한 연구 (A Study on the Color Management Plan of Digital Printing for Indoor and Outdoor Advertisement)

  • 김주정;오성상;조가람;이재수
    • 한국인쇄학회지
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    • 제31권1호
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    • pp.15-37
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    • 2013
  • Split digital printing into interior and outdoors on present advertisement. When is printing machine for interior mainly, use ink of water-based type. Equipment of this type embodies high resolution, but ink special quality light stability is weak. Also, when is printing machine for outdoors, printing machines of solvent or UV type are used because of water resistance and light stability. This printing machines hard to embody ink special quality high resolution mainly. And because outside is far visibility range, is uncommon in case high resolution requires embodiment. Therefore, high resolution of inside is water-based type considering this item and outside printing machine of low resolution solvent type mainly announce. Also, divide into eco-friendly latex ink type that is announced to water-based, solvent, UV according to ink type and the latest market using in occasion of digital printing machine used as advertisement industry. Color management that is been consistent of original image has a lot of difficulties by using substrate that is also various to digital printing machine for such various advertisement. But, consumers is rising realization about color or desire about quality improvement of color gradually in interior outside advertisement market. So, require solution method. Therefore, in this paper, eco-friendly ink use applied device calibration through linearization in done latex digital printing machine to basis. And studied right color management plan of digital printing for interior outside advertisement through three steps such as G7 calibration application and ICC profile application.

The Design of Error Detection Auto Correction for Conversion of Graphics to DTV Signal

  • Ryoo-Dongwan;Lee, Jeonwoo
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2002년도 ITC-CSCC -1
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    • pp.106-109
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    • 2002
  • In the integrated systems, that is integrated digital TV(DTV) internet and home automation, like home server, is needed integration of digital TV video signal and computer graphic signal. The graphic signal is operating at the high speed and has time-divide-stream. So the re-request of data is not easy at the time of error detection. therefore EDAC algorithm is efficient. This paper presents the efficiency error detection auto correction(EDAC) for conversion of graphics signal to DTV video signal. A presented EDAC algorithms use the modified Hamming code for enhancing video quality and reliability. A EDAC algorithm of this paper can detect single error, double error, triple error and more error for preventing from incorrect correction. And it is not necessary an additional memory. In this paper The comparison between digital TV video signal and graphic signal, a EBAC algorithm and a design of conversion graphic signal to DTV signal with EDAC function is described.

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