• Title/Summary/Keyword: Editing patterns

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Interactive 3D Pattern Design Using Real-time Pattern Deformation and Relative Human Body Coordinate System (실시간 패턴 변형과 인체 상대좌표계를 이용한 대화형 3D 패턴 디자인)

  • Sul, In-Hwan;Han, Hyun-Sook;Nam, Yun-Ja;Park, Chang-Kyu
    • Fashion & Textile Research Journal
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    • v.12 no.5
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    • pp.582-590
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    • 2010
  • Garment design needs an iterative manipulation of 2D patterns to generate a final sloper. Traditionally there have been two kinds of design methodologies such as the flat pattern method and the pattern draping method. But today, it is possible to combine the advantages from the two methods due to the realistic cloth simulation techniques. We devised a new garment design system which starts from 3D initial drape simulation result and then modifies the garment by editing the 2D flat patterns synchronously. With this interactive methodology using real-time pattern deformation technique, the designer can freely change a pattern shape by watching its 3D outlook in real-time. Also the final garment data were given relative coordinates with respect to the human anthropometric feature points detected by an automatic body feature detection algorithm. Using the relative human body coordinate system, the final garments can be re-used to an arbitrary body data without repositioning in the drape simulation. A female shirt was used for an example and a 3D body scan data was used for an illustration of the feature point detection algorithm.

A Study on The Reengineering Tool From conventional System into Design Pattern (기존 시스템에서 설계 패턴으로의 재공학 툴에 관한 연구)

  • Kim, Haeng-Kon;Cha, Jung-Eun
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.9
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    • pp.2334-2344
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    • 1998
  • Appliciltion systems focusing class units, as component abstraction based on source code, has insufficient benefit of independency and reuse of elements. Only few effects are acquired, because it is only inclined implementation. We need design pattern to represent not only the problem abstraction but also information and relationship between system elements for generic solutions of specific domain Also, it is essential to software reverse engineering to catch the correct system through examming the cxisting system and utilizing the acquired knowledges as reusable resource. Namely, software reverse engineering for extracting the design pattern is very important because it improves the understand ability for system analysis and design through extracting the design structure of object-oriented system, and provides rich and high leIel reusabilitv through grasping the standard idioms and relationships between components. In this paper, we defined the extraction algorithm for design patterns with standardized, packaged and quantitative measlIIul thruugh applying reyerse engineering into existing ubject Olicnted system. And we designed the reengineering toul including reverse engineering for autumatic extractiun of design patterns ami reuse fur retrieval. editing and rebuilding oi design patterns. Also we applied the algorithms into Java applications.

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A Qualitative Study on 3D Designer Jobs in Fashion Vendors (의류수출업체의 3D 디자이너 직무에 대한 질적 연구)

  • Choi, Younglim
    • Fashion & Textile Research Journal
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    • v.23 no.4
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    • pp.504-514
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    • 2021
  • This study attempted to extract and structure the job skills required for 3D designers, which have been recently introduced to the fashion industry. The study aimed to materialize and objectify the 3D designer's job, using a focus group interview for the survey. The 3D designer has the TD task of making 3D virtual samples using the pattern files developed in Pattern CAD. Graphic design and fabric digitization are also major tasks for the 3D designer. CLO is mainly used for 3D virtual sample production, and PixPlant, Substance, Photoshop, Cinema 4D, Daz studio, and 3ds MAX are used for image and avatar editing. As per the job skills required for 3D design work, basic knowledge about patterns and sewing, skill in 3D virtual clothing technology, ability to use various software, and English skills were considered important, in that order. In particular, the need for knowledge about patterns and sewing became more important than the skill in 3D virtual clothing technology itself. To train 3D designers, it was found that not only 3D virtual clothing software, but also education on patterns and clothing construction, CAD developer's curriculum certification system, and 3D designer qualification management were required. In addition, 3D designers are recognized as an essential job in fashion vendors, and the demand for domestic brands is increasing. The biggest limitation of the 3D virtual clothing system is the perfection of the digital fabric. Also, technical improvement is needed.

Automatic Synchronization of Separately-Captured Facial Expression and Motion Data (표정과 동작 데이터의 자동 동기화 기술)

  • Jeong, Tae-Wan;Park, Sang-II
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.1
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    • pp.23-28
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    • 2012
  • In this paper, we present a new method for automatically synchronize captured facial expression data with its corresponding motion data. In a usual optical motion capture set-up, a detailed facial expression can not be captured simultaneously in the motion capture session because its resolution requirement is higher than that of the motion capture. Therefore, those are captured in two separate sessions and need to be synchronized in the post-process to be used for generating a convincing character animation. Based on the patterns of the actor's neck movement extracted from those two data, we present a non-linear time warping method for the automatic synchronization. We justify our method with the actual examples to show the viability of the method.

Human Primitive Motion Recognition Based on the Hidden Markov Models (은닉 마르코프 모델 기반 동작 인식 방법)

  • Kim, Jong-Ho;Yun, Yo-Seop;Kim, Tae-Young;Lim, Cheol-Su
    • Journal of Korea Multimedia Society
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    • v.12 no.4
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    • pp.521-529
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    • 2009
  • In this paper, we present a vision-based human primitive motion recognition method. It models the reference motion patterns, recognizes a user's motion, and measures the similarity between the reference action and the user's one. In order to recognize a motion, we provide a pattern modeling method based on the Hidden Markov Models. In addition, we provide a similarity measurement method between the reference motion and the user's one using the editing distance algorithm. Experimental results show that the recognition rate of ours is above 93%. Our method can be used in the motion recognizable games, the motion recognizable postures, and the rehabilitation training systems.

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Development of Multi-Array Electrode and Programmable Multi-channel Electrical Stimulator for Firing Trigger Point of Myofascial Pain Syndrome (근막통증증후군의 통증유발점 치료를 위한 멀티어레이 전극과 프로그램 가능한 다채널 전기자극기 개발)

  • Kim, SooHong;Kim, SooSung;Jeon, GyeRok
    • Journal of Biomedical Engineering Research
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    • v.36 no.5
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    • pp.221-227
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    • 2015
  • In this study, Multi-Array Electrodes (MAE) and Programmable Multi-channel Electrical Stimulator (PMES) were implemented for firing Trigger Points (TPs) of the patient with Myofascial Pain Syndrome (MPS). MAE has 25 Ag/AgCl electrodes arranged in the form of array ($5{\times}5$) fabricated with flexible pad, which are applicable to be easy-attached to curved specific region of the human body. PMES consisted of 25 channels. Each channel was to generate various electric stimulus patterns (ESPs) by changing the mono-phasic or bi-phasic of ESP, On/Off duration of ESP, the interval between ESP, and amplitude of ESP. PMES hardware was composed of Host PC, Stimulation Pattern Editing Program (SPEP), and Multi-channel Electrical Stimulator (MES). Experiments were performed using MAE and PMES as the following. First experiment was performed to evaluate the function for each channel of Sub- Micro Controller Unit (SMCU) in MES. Second experiment was conducted on whether ESP applied from each channel of SMCU in PMES was focused to the electrode set to the ground, after applying ESP being output from each channel of SMCU in PMES to MAE.

Participation Level in Online Knowledge Sharing: Behavioral Approach on Wikipedia (온라인 지식공유의 참여정도: 위키피디아에 대한 행태적 접근)

  • Park, Hyun Jung;Lee, Hong Joo;Kim, Jong Woo
    • Journal of Intelligence and Information Systems
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    • v.19 no.4
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    • pp.97-121
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    • 2013
  • With the growing importance of knowledge for sustainable competitive advantages and innovation in a volatile environment, many researches on knowledge sharing have been conducted. However, previous researches have mostly relied on the questionnaire survey which has inherent perceptive errors of respondents. The current research has drawn the relationship among primary participant behaviors towards the participation level in knowledge sharing, basically from online user behaviors on Wikipedia, a representative community for online knowledge collaboration. Without users' participation in knowledge sharing, knowledge collaboration for creating knowledge cannot be successful. By the way, the editing patterns of Wikipedia users are diverse, resulting in different revisiting periods for the same number of edits, and thus varying results of shared knowledge. Therefore, we illuminated the participation level of knowledge sharing from two different angles of number of edits and revisiting period. The behavioral dimensions affecting the level of participation in knowledge sharing includes the article talk for public discussion and user talk for private messaging, and community registration, which are observable on Wiki platform. Public discussion is being progressed on article talk pages arranged for exchanging ideas about each article topic. An article talk page is often divided into several sections which mainly address specific type of issues raised during the article development procedure. From the diverse opinions about the relatively trivial things such as what text, link, or images should be added or removed and how they should be restructured to the profound professional insights are shared, negotiated, and improved over the course of discussion. Wikipedia also provides personal user talk pages as a private messaging tool. On these pages, diverse personal messages such as casual greetings, stories about activities on Wikipedia, and ordinary affairs of life are exchanged. If anyone wants to communicate with another person, he or she visits the person's user talk page and leaves a message. Wikipedia articles are assessed according to seven quality grades, of which the featured article level is the highest. The dataset includes participants' behavioral data related with 2,978 articles, which have reached the featured article level, with editing histories of articles, their article talk histories, and user talk histories extracted from user talk pages for each article. The time period for analysis is from the initiation of articles until their promotion to the featured article level. The number of edits represents the total number of participation in the editing of an article, and the revisiting period is the time difference between the first and last edits. At first, the participation levels of each user category classified according to behavioral dimensions have been analyzed and compared. And then, robust regressions have been conducted on the relationships among independent variables reflecting the degree of behavioral characteristics and the dependent variable representing the participation level. Especially, through adopting a motivational theory adequate for online environment in setting up research hypotheses, this work suggests a theoretical framework for the participation level of online knowledge sharing. Consequently, this work reached the following practical behavioral results besides some theoretical implications. First, both public discussion and private messaging positively affect the participation level in knowledge sharing. Second, public discussion exerts greater influence than private messaging on the participation level. Third, a synergy effect of public discussion and private messaging on the number of edits was found, whereas a pretty weak negative interaction effect of them on the revisiting period was observed. Fourth, community registration has a significant impact on the revisiting period, whereas being insignificant on the number of edits. Fifth, when it comes to the relation generated from private messaging, the frequency or depth of relation is shown to be more critical than the scope of relation for the participation level.

Media Education in Higher Learning Institutions in Korea: Changes and Realities Reflected in Curricula

  • Lee, Mina
    • Journal of Internet Computing and Services
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    • v.19 no.2
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    • pp.69-75
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    • 2018
  • Over the years, the types of media and media usage patterns have rapidly changed and communication channels in society have diversified. The courses in the universities on "media" have accordingly been altered to adapt to these changes. To investigate the ways in which the higher learning institutions in Korea have adapted to the changes in the media environment, this study analyzed the curriculum provided by the communication/media departments in the areas of Seoul and Gyeonggi-do. For the curricula analysis,names of the course soffered at the selected universitie swere analyzed; then keywords were extracted from morphological analysis of thes enames. Also, to investigate the changes over time, the courses offered in the years 2008 and 2017 were selected. The network analysis was done by using Netminer; the shape, main components, and major nodes of the network were compared. The results showed that firstly, overall shape of network from 2008 and 2017 looked similar. Due to the existence of concentrations within the major, the overall shape of the network showed several independent components, rather than one network. However, the analysis revealed differences in major nodes in the 2008 case from 2017. In the 2008 case, 'programming,' 'media,' 'introduction' among others were the major nodes; in 2017, 'editing' was the most important node. This signifies that in 2017, the curricula in the selected universities emphasized more practical and technical media education. In other words, the universities have adapted to the changing environments by including new topics, paying more attention to video media, and providing students with more direct field experiences.

Audio Generative AI Usage Pattern Analysis by the Exploratory Study on the Participatory Assessment Process

  • Hanjin Lee;Yeeun Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.4
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    • pp.47-54
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    • 2024
  • The importance of cultural arts education utilizing digital tools is increasing in terms of enhancing tech literacy, self-expression, and developing convergent capabilities. The creation process and evaluation of innovative multi-modal AI, provides expanded creative audio-visual experiences in users. In particular, the process of creating music with AI provides innovative experiences in all areas, from musical ideas to improving lyrics, editing and variations. In this study, we attempted to empirically analyze the process of performing tasks using an Audio and Music Generative AI platform and discussing with fellow learners. As a result, 12 services and 10 types of evaluation criteria were collected through voluntary participation, and divided into usage patterns and purposes. The academic, technological, and policy implications were presented for AI-powered liberal arts education with learners' perspectives.

Introducing a New Pedagogical Approach for Ergonomic Pattern Education: Leveraging a Half-Scale Body Form Based on 3D Modeling (인체공학적 패턴 교육을 위한 새로운 교수법 제안: 3D 모델링 기반으로 제작한 Half Scale Body Form를 이용하여)

  • Lin Chen;Yuhwa Hong;Juyeon Park
    • Fashion & Textile Research Journal
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    • v.26 no.1
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    • pp.78-87
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    • 2024
  • This study aimed to propose an innovative teaching pedagogy using a half-scale body form in apparel design education and evaluate its effectiveness in augmenting students' understanding of ergonomic patterns. Constructed in alignment with Phoenix's (2018) study, which used 3D body scanning and digital editing software, the half-scale body form was created through a five-step process, encompassing body measurement, 3D body modeling, fabrication of a physical half-scale body form, pattern making, and evaluation. Implemented in an undergraduate patternmaking course offered at a 4-year university in the metropolitan Seoul, this instructional approach's effectiveness was gauged through students' course projects and exit interviews. The results underscored the positive impact of the proposed teaching pedagogy on students' grasp of ergonomic pattern development, fostering a keen understanding of diverse body shapes and sizes and the relationship between the human body and garments. Furthermore, it played a role in cultivating positive body image and self-endorsement among students. The research contributes meaningfully by presenting a fresh perspective in apparel design education, seamlessly integrating advanced anthropometric and technological tools into a conventional patternmaking classroom. It offers a novel learning experience for students majoring in apparel, creating a fun and interactive teaching environment.