• Title/Summary/Keyword: Graphic images

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The Development of Teaching Materials using WebGIS in the High School Geography Study (WebGIS을 이용한 고등학교 지리학습교재 개발)

  • Kim, Nam-Shin
    • Journal of the Korean association of regional geographers
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    • v.12 no.2
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    • pp.281-290
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    • 2006
  • Map uses graphic language of dot, line and area to represent surface of the earth. Map has been adopted as tools for regional and cartography learning to improve graphicacy in geography education. Due to the rapid development in GIS and internet, practical use of maps has been extended in various study area. This Study is to develope web-based leaning materials for self-controled geography instruction. As learning materials for this aim, it has been constructed WebGIS for topography and thematic maps with boundary map of Chungbuk, digital map of Jochiwon(1:25,000), statistic data and field images. Function of WebGIS intend to improve skills on geo-information collection and spatial query, regional difference of spatial distribution. Individual learning using internet can make an improvement of learner centeredness and problem-solving. Finally, it will be expected to be suggest one of the education guide as blueprint in info-society.

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The Effects of 3-D Computer Animation on Educational Visual Presentation -Focused on Color Theory Study- (3D 컴퓨터 애니메이션을 이용한 시청각 교재가 어린이의 학습에 미치는 효과에 대한 연구 -색채이론학습을 중심으로-)

  • 최유미
    • Archives of design research
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    • v.15 no.1
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    • pp.49-58
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    • 2002
  • Advances in computer technology have made it possible for educators to design and develop their own multimedia instructional materials using visuals such as animation. Although, it generally believed that the Mew attribute of computer animation facilitates student's foaming, there is still relatively little research regarding the way in which student benefit from multimedia instruction using 3-D animation. The purpose of this research was to examine and determine whether the use of 3-D computer generated images is an effective teaching device for hoping children to understand color theory, and enhancing the tractional methods. In this study, a 3-D computer generated presentation was creative and it demonstrated the mixing of primary color to obtain secondary color. Three research hypotheses were developed in this research. The first hypothesis stated that 3-D computer generated presentation will be an effective device for teaching color theory. The second was that the presentation will be eye-catching and it will hold the children's attention. The third was presentation would enhance the children's memory of color. Results of this study show that visualization technology and the use of 3-D graphics ends can be employed in the field of art education to increases a chi1d's understanding of color theory. Also, it was proved that teaching children through 3-D graphic is an highly effective teaching tool. Thus this research is a oontribution to both children's au education and the relatively new field of computer animation.

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A Photomontage Expression and an Effect in Fashion Illustration (패션일러스트레이션에서의 포토몽타주 표현방법과 효과)

  • Kwon Ji-Young;Yoo Young-Sun
    • Journal of the Korean Society of Costume
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    • v.54 no.8
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    • pp.49-58
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    • 2004
  • The purpose of this study is to develop a photomontage expression in order to express a characteristic personality and creativity of artists of effectively in fashion illustration. The results of this study were as follows : 1) Because of a fashion and a human body were the major subjects in fashion illustration, human body transformation and composition between a human body and heterogeneous objects by photomontage appeared with a lot of works. 2) Photomontage appeared with a parody in a truth recurrence differ from a visual art, a parody seemed to be a humor with recurrence image of the original and it appeared with the general public image and it is effective in message delivery. 3) It was a stopped screen. but photomontage was expressed through overlapping and reiteration was characteristic, and it appeared with movement. a direction, a speed and rhythm effectively. 4) One screen of general chapter was only to express limited meaning, but after screen of a lot of chapter, it was able to express that was borrowed and reconstructive with a lot of contents or different contents are more than before. 5) It is changed, and composited images have a multiple point of time, and it extend a space-time limit, visual limit and an expression enabled a multidimensional space-time. Moreover, photomontage neglects unique sincerity and fact of a photo by development and utilization of computer graphic. and it can get a screen effect to spread in the virtual world as abstraction and hyper-reality. Therefore, if various photomontage expression apply to fashion illustration works, it can overcome a limit of a visual expression. and it is able to become an important way for expanding a filed of expression and enhancement of a practical function gradually in fashion illustration

The Proportion of Game Character and Game Image (게임캐릭터의 등신비율과 게임이미지)

  • Choi, Woo-Seok
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.165-172
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    • 2016
  • Since the advent of digital games with hardware development a key component of the game characters are changed to retard the rate at which types of users based on their favorite theory of human proportion. Many popular to gamers in the game according to the change in the retard rate in a unique image of the character. Studies on the head and body proportion are thought that up to now been insufficient. The purpose of this study is to examine a fundamental human proportion that has importance as a molding factor in the game character development, it investigated the characteristics of the game character, and classifying the retard rate of the game character, through the research method of analyzing the results, into the retard rate look for and investigate studying the effect on future game images. Five types of game characters that make up the analysis were analyzed with a unique image, and the more specialized users prefer retard rate, the figurative exaggeration to retard rate than the actual main body. Utilizing a bit exaggerated the difficulties of the character looks relatively small proportion character in the graphic wallpaper increased visibility. The proportion of a game character through the study is considered as a very important factor as the game image in the game development.

The impact fracture behaviors of CFRP/EVA composites by drop-weight impact test

  • Go, Sun-Ho;Kim, Hong-Gun;Shin, Hee-Jae;Lee, Min-Sang;Yoon, Hyun-Gyung;Kwac, Lee-Ku
    • Carbon letters
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    • v.21
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    • pp.23-32
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    • 2017
  • A drop weight impact test was conducted in this study to analyze the mechanical and thermal properties caused by the changes in the ratio of carbon fiber reinforced plastic (CFRP) to ethylene vinyl acetate (EVA) laminations. The ratios of CFRP to EVA were changed from 10:0 (pure CFRP) to 9:1, 8:2, 6:4, and 5:5 by manufacturing five different types of samples, and at the same time, the mechanical/thermal properties were analyzed with thermo-graphic images. As the ratio of the CFRP lamination was increased, in which the energy absorbance is dispersed by the fibers, it was more likely for the brittle failure mode to occur. In the cases of Type 3 through Type 5, in which the role of the EVA sheet is more prominent because it absorbs the impact energy rather than dispersing it, a clear form of puncture failure mode was observed. Based on the above results, it was found that all the observation values decreased as the EVA lamination increased compared with the CFRP lamination. The EVA lamination was thus found to have a very important role in reducing the impact. However, the strain and temperature were inversely propositional.

The BIOWAY System: A Data Warehouse for Generalized Representation & Visualization of Bio-Pathways

  • Kim, Min Kyung;Seo, Young Joo;Lee, Sang Ho;Song, Eun Ha;Lee, Ho Il;Ahn, Chang Shin;Choi, Eun Chung;Park, Hyun Seok
    • Genomics & Informatics
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    • v.2 no.4
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    • pp.191-194
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    • 2004
  • Exponentially increasing biopathway data in recent years provide us with means to elucidate the large-scale modular organization of the cell. Given the existing information on metabolic and regulatory networks, inferring biopathway information through scientific reasoning or data mining of large scale array data or proteomics data get great attention. Naturally, there is a need for a user-friendly system allowing the user to combine large and diverse pathway data sets from different resources. We built a data warehouse - BIOWAY - for analyzing and visualizing biological pathways, by integrating and customizing resources. We have collected many different types of data in regards to pathway information, including metabolic pathway data from KEGG/LIGAND, signaling pathway data from BIND, and protein information data from SWISS-PROT. In addition to providing general data retrieval mechanism, a successful user interface should provide convenient visualization mechanism since biological pathway data is difficult to conceptualize without graphical representations. Still, the visual interface in the previous systems, at best, uses static images only for the specific categorized pathways. Thus, it is difficult to cope with more complex pathways. In the BIOWAY system, all the pathway data can be displayed in computer generated graphical networks, rather than manually drawn image data. Furthermore, it is designed in such a way that all the pathway maps can be expanded or shrinked, by introducing the concept of super node. A subtle graphic layout algorithm has been applied to best display the pathway data.

A Study of the Machine Vision Algorithm for Quality Control of Concrete Surface Grinding Equipment (콘크리트 표면절삭 장비의 품질관리를 위한 머신비전 알고리즘 개발)

  • Kim, Jeong-Hwan;Seo, Jong-Won;Song, Soon-Ho;Lee, Won-Sik
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2007.11a
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    • pp.983-986
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    • 2007
  • Concrete surface grinding is required for flatness and adhesiveness of concrete surface. The procedure is, however, labor intensive and has a hazardous work condition. Also, the productivity and the quality of concrete surface grinding depend on the levels of worker. Thus, the development of remote controlled concrete surface grinding equipment is necessary to prevent the environmental pollution and to protect the workers from hazardous work condition. However, it is difficult to evaluate the grinded surface objectively in a remote controlled system. The machine vision system developed in this study takes the images of grinded surface with the network camera for image processing. Then, by representing the quality test results to the graphic MMI program of the remote control station, the quality control system is constructed. The machine vision algorithm means the image processing algorithm of grinded concrete surface and this paper presents the objective quality control standard of grinded concrete surface through the application of the suggested algorithm.

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A Study on the Multimedia Design of Samkuk Yusa (삼국유사의 멀티미디어화에 관한 연구)

  • 홍석일
    • Archives of design research
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    • v.17 no.3
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    • pp.157-166
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    • 2004
  • Samguk Yusa is a important historic record about the dynasties of ancient Korea. It consists of information about the hidden, mythical history, old languages and poems. This historical book has been translated many times since the Liberation of Korea in 1945. However, these books are the result of academic research so we are restricted in our usage of them to understand Korean history. There are many historical documentaries and TV series on Samguk Yusa. However, these programs can be viewed only and not be utilized in any way by the audience. Since the computer was introduced to the public, multimedia technology has been a good source to combine text, image, moving picture, sound, animation and graphic. Producing the CD-ROM about historical books not only produce digital images but also a valuable high quality digital information. Digitalization process also keeps the original content of the historical books as well as provide value as a research material as historical, artistic and archaeological item. Furthermore, its information would be provided through a network, like internet, to share and to promote more advanced studies. The purpose of this study is to produce the basic method of multimedia design of Samguk Yusa. This study also researches the problems of multimedia process for more effective usage.

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Underwater Visualization for Fish Behaviour Model in the Towed Fisheries using Chaos Theory (혼돈이론을 응용한 예망어구에 대한 어류반응 행동모델의 수중현상 시각화)

  • 박명철;김용해;하석운
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.3
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    • pp.645-653
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    • 2004
  • The prediction and its visualization on fish behaviour in relation to fishing gear are carried out based on field detection and observation during fishing operation. However, field observation is very difficult due to variable underwater environments and accordingly due to complex, chaotic response of fish behaviour in the physiological and ecological points. Therefore simple graphic display in previous results was not enough to represent real underwater images of the fishing gear and fish behaviour. In this study more actual visualization technique was developed using by previous fish behaviour model with chaos theory in order to predict, evaluate or analyse complex and non-linear phenomena of response patterns in complex fish behaviour. In addition, display of the fish finder was also designed to simulate the underwater fish detection and distribution in fishing ground. This suggested visualization tool was very similar to the information of the fish movement in the field observation in visual underwater reality and useful to check up between simulations and observations.

A Study on the Image-Based 3D Modeling Using Calibrated Stereo Camera (스테레오 보정 카메라를 이용한 영상 기반 3차원 모델링에 관한 연구)

  • 김효성;남기곤;주재흠;이철헌;설성욱
    • Journal of the Institute of Convergence Signal Processing
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    • v.4 no.3
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    • pp.27-33
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    • 2003
  • The image-based 3D modeling is the technique of generating a 3D graphic model from images acquired using cameras. It is being researched as an alternative technique for the expensive 3D scanner. In this paper, we propose the image-based, 3D modeling system using calibrated stereo cameras. The proposed algorithm for rendering, 3D model consists of three steps, camera calibration, 3D reconstruction, and 3D registration step. In the camera calibration step, we estimate the camera matrix for the image aquisition camera. In the 3D reconstruction step, we calculate 3D coordinates using triangulation from corresponding points of the stereo image. In the 3D registration step, we estimate the transformation matrix that transforms individually reconstructed 3D coordinates to the reference coordinate to render the single 3D model. As shown the result, we generated relatively accurate 3D model.

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