• Title/Summary/Keyword: New Digital

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A Study on the case analysis and the production of 3D digital fashion show (디지털 패션쇼 사례분석 및 3D 디지털 패션쇼 제작에 관한 연구)

  • Wu, Sehee;Kang, Yeonkyung;Ko, Younga;Kim, Anna;Kim, Naeun;Ko, Hyeongseok
    • Journal of Fashion Business
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    • v.17 no.1
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    • pp.64-80
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    • 2013
  • A new technology of fashion show is opening the digital era and an imaginary fashion show is now arising as a new form of fashion show which allows one to enjoy a collection through the monitor without holding a real fashion show. Digital fashion show allows designer to create infinite ideas by articulating the designer's concept through not only garments but also other factors. In this research, We will analyze cases which are mixtures of digital technology and fashion show and will suggest a new paradigm of fashion show by producing an imaginary fashion show which cannot be easily articulated in an ordinary real fashion show, articulated by garments created by digital technology and graphic effects. The program used for this study is 'DC Suite 2.0' developed by Physan and Digital Clothing Center of Seoul National University, available for 2D pattern production and 3D simulation. In addition, in order to enhance representation of the visual effects, Maya's Qualoth and V-ray program which could be compatible with 'DC Suite' were used to make 3D digital fashion show.

Trends and Prospects for the Development of Virtual Reality and Digital Property

  • Kirillova, Elena Anatolyevna;Blinkov, Oleg Evgenyevich;Blinkova, Elena Victorovna;Vrazhnov, Aleksey Sergeevich;Magomedov, Firdousi Bilyamudinovich
    • International Journal of Computer Science & Network Security
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    • v.22 no.11
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    • pp.284-290
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    • 2022
  • The study considers trends and prospects for developing virtual (augmented) reality and civil transactions in relation to digital property. In jurisprudence, there is a need to determine the legal status of virtual and augmented reality to regulate legal relations in the digital environment. Legal relations using new digital technologies require the creation of new legislative approaches and rules of their legal regulation. The article dwells on the legal status of virtual (augmented) reality and determines the methods of regulating legal relations in the sphere of digital property. The study utilized methods for collecting single and multiple facts in order to identify the main trends in the civil circulation of digital assets, as well as private law methods. The methods of generalization, concreteness, induction and deduction reveal the legal nature and main features of virtual (augmented) reality and digital property. The paper highlights the specifics of virtual reality and civil transactions in relation to digital assets. The research has concluded that the sale, exchange and other actions with digital objects in virtual reality have distinctive features, while digital property has also unique characteristics since it is involved in civil circulation and legal relations.

A Research of User Experience on Multi-Modal Interactive Digital Art

  • Qianqian Jiang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.80-85
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    • 2024
  • The concept of single-modal digital art originated in the 20th century and has evolved through three key stages. Over time, digital art has transformed into multi-modal interaction, representing a new era in art forms. Based on multi-modal theory, this paper aims to explore the characteristics of interactive digital art in innovative art forms and its impact on user experience. Through an analysis of practical application of multi-modal interactive digital art, this study summarises the impact of creative models of digital art on the physical and mental aspects of user experience. In creating audio-visual-based art, multi-modal digital art should seamlessly incorporate sensory elements and leverage computer image processing technology. Focusing on user perception, emotional expression, and cultural communication, it strives to establish an immersive environment with user experience at its core. Future research, particularly with emerging technologies like Artificial Intelligence(AR) and Virtual Reality(VR), should not merely prioritize technology but aim for meaningful interaction. Through multi-modal interaction, digital art is poised to continually innovate, offering new possibilities and expanding the realm of interactive digital art.

Implementation and Applications of Simulation Based Digital Shipyard (시뮬레이션 기반 디지털 조선소 구축 및 활용)

  • Han, Sang-Dong;Ryu, Cheol-Ho;Shin, Jong-Gye;Lee, Jong-Kun
    • Korean Journal of Computational Design and Engineering
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    • v.13 no.1
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    • pp.18-26
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    • 2008
  • Shipbuilding industries have been struggling to reduce production time and cost of their products in many aspects. Manufacturing systems have been changed, new production lines and robots have been installed, and new planning and scheduling systems have been adopted in order to achieve shorter time-to-market and higher productivity. Simulation based manufacturing, digital manufacturing, or virtual manufacturing simulation, whatever the name means, is an approach to achieve such a goal. In order to improve productivity in a shipbuilding process at a shipyard, a digital shipyard development has been driven. This paper proposed how to implement the digital shipyard, what to do with it, and what to obtain from it. This digital shipyard will help simulate and optimize the entire shipbuilding life cycle with its virtual environment through shipbuilding process from the initial development stage to the launch.

A Realization of Digital Convergence Platform based on MPEG-21 Multimedia Framework (MPEG-21 멀티미디어 프레임워크에 기반한 디지털 컨버젼스 플랫폼 구현에 관한 연구)

  • Oh, Hwa-Yong;Lee, Eun-Seo;Kim, Dong-Hwan;Chang, Tae-Gyu
    • Proceedings of the KIEE Conference
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    • 2005.05a
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    • pp.227-229
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    • 2005
  • This paper proposes a method of implementation of digital convergence platform(DCP) which enable the service of broadcasting, communication, multimedia and home automation. Also digital convergence platform based on MPEG-21 multimedia framework can be a model to provide a distributed electronic commerce environment of multimedia and to manage of it. Platform hardware is implemented using a general purpose CPU and high performance digital signal processor and has peripheral units for network and multi I/O. It is able to run applications of multimedia which has variable formats on DSP. In addition, a personal transaction of multimedia packaged with MPEG-21 multimedia framework is provided on digital convergence platform. Like this, digital convergence platform bring up a new architecture of multimedia systems using a new generation network.

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A Parallel Search Algorithm and Its Implementation for Digital k-Winners-Take-All Circuit

  • Yoon, Myungchul
    • JSTS:Journal of Semiconductor Technology and Science
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    • v.15 no.4
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    • pp.477-483
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    • 2015
  • The k-Winners-Take-All (kWTA) is an operation to find the largest k (>1) inputs among N inputs. Parallel search algorithm of kWTA for digital inputs is not invented yet, so most of digital kWTA architectures have O(N) time complexity. A parallel search algorithm for digital kWTA operation and the circuits for its VLSI implementation are presented in this paper. The proposed kWTA architecture can compare all inputs simultaneously in parallel. The time complexity of the new architecture is O(logN), so that it is scalable to a large number of digital data. The high-speed kWTA operation and its O(logN) dependency of the new architecture are verified by simulations. It takes 290 ns in searching for 5 winners among 1024 of 32 bit data, which is more than thousands of times faster than existing digital kWTA circuits, as well as existing analog kWTA circuits.

Fully Digital Controlled Power Supply for PLS (전 디지털제어 전원장치)

  • Ha, Ki-Man;Kim, Y.S.;Lee, S.K.
    • Proceedings of the Korean Society of Marine Engineers Conference
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    • 2005.06a
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    • pp.1011-1015
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    • 2005
  • Fully digital controlled 20-bit magnet power supplies have been developed and successfully tested for closed orbit correction of PLS(Pohang Light Source). The new digital power supply has used fiber optics for 25kHz switching of IGBT drivers, and implemented DSP, ADC, Interlock, DCCT cards in a compact 3U-sized 19" chassis. Input/Output low-pass filters suppress harmonics of 60Hz line frequency and switching frequency noise effectively. Overall performance of the power supplies have been demonstrated as +/- 2ppm short-term stability(<1 min), and +/- 10ppm long-term stability(<36 hours). All the existing 12-bit 70 power supplies for vertical correction magnets will be replaced with new digital power supplies during 2005 summer shutdown period. In this paper, we will describe the hardware structure and control method of the digital power supply and the experimental results will be shown.

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Digital Transofrmation and Leapfrogging of a Catching-up Country: the Case of Korean Digital TV Industry (디지털 전환기의 후발국 기술추격 패턴 분석 : 디지털 TV 사례)

  • Song, Wi-Chin;Lee, Geun;Lim, Chai-Sung
    • Journal of Technology Innovation
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    • v.12 no.3
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    • pp.205-227
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    • 2004
  • This paper examined the leapfrogging of Korean Digital TV Industry in the midst of digital Revolution. Despite the lack of sufficient capability and core knowledge base, the Korean firms succeeded in the catching up forerunner firms in the Digital TV industry. The reasons of the success of Korean firms were as follows. Firstly, the Korean firms had some complementary asset, such as the experience of producing analog TV, and were able to develop the prototype digital TV given the accesses to the foreign knowledge via overseas R&D posts and acquisition of a foreign company. Secondly, the Korean firms were not locked in the analog technologies. As a follower, they had little sunk cost on the existing analog technologies. Thirdly, New mode of innovation, such as National R&D program for the development of HDTV and ASIC, were used as a tool for the mobilization of scarce knowledge base of digital technologies and the sharing the risks of development of path-breaking new technologies.

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A New Watermarking Algorithm Using the Edge and PN Code (에지와 대역확산기술을 이용한 디지털 워터마킹 기법)

  • Song Sang-Ju;Lee Doo-Sung
    • Journal of the Korea Society of Computer and Information
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    • v.9 no.4 s.32
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    • pp.13-18
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    • 2004
  • In this paper, we proposed a new digital watermarking technique. It uses frequency domain of discrete wavelet transform(DWT). watermarking technique is one of the most important tools for DRM(Digital Right Management) We proposed a new algorithm watermark insertion and detection. This technique cleats the watermark sequence using the edge image, spread spectrum technique and DWT. We tested the technique with various attacks. and found that it satisfies the watermarking evaluation criteria. Cox similarity measurement value is more than 6 on the Lena image and PSNR is more than 40dB on JPEG, Collusion. Clopping and Scatting. By the result, we proved that the new technique satisfies the requirement of Digital contents distribution, which are undeletablility tenacity, statistical undetectablility.

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Introduction of New Game Paradigm-Digital Physical Field Game (새로운 게임 패러다임 : 디지털 피지컬 필드 게임)

  • Woo, Tack;Leem, Eek-Su;Wohn, Kwang-Yun
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.3-13
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    • 2010
  • This research will suggest a Digital Physical Field Game (Digital PFG) as a new ubiquitous paradigm. Based on the evolution of videogame paradigm which is affected by the social paradigm evolves, meanings of "participation" and "communication" as an interaction in the videogames are examined. Additionally, a general concept of ubiquitous games and its limitations are also investigated. Based on that, a new game paradigm which contains a concept of ubiquitous games, Digital PFG's main concepts and examples are newly designed and proposed. As contributions of this research, next are expected, such as, improved immersive contents for the serious games and new approaches to the theme and science parks design as a user participated digital contents.