• Title/Summary/Keyword: Real Product Image

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The Online Game World as a Product and the Behavioral Characteristics of Online Game Consumers as Role Player (상품으로서의 온라인 게임 세계와 역할 놀이자로서의 온라인 게임 소비자의 행동특성)

  • 황상민;김지연;임정화
    • Science of Emotion and Sensibility
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    • v.7 no.3
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    • pp.37-50
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    • 2004
  • This study attempted to explore how online game is endowed new meaning and function and changed into totally different product in result by recognition and consuming behavior(game activity) of game users. The subjects of this study are famous Internet based online games called 'Lineage' and 'EverQuest'. These two online games are physically similar games. Both are MMORPG and community-based games. While Lineage became a cyber world as a part of the real world, EverQuest was a game product. This study explored the recognition of garners about game world and different consuming behavior pattern(game activity pattern) in game world made by different recognition of online game. The result from exploring the differences in the recognition of game world showed Lineage garners regarded Lineage world as another living space or a part of real world they can explore and express psychological need and self-identity or self-image and live through diverse activities. But EverQuest garners regarded EverQuest as a product for experience of fantasy world. The result from comparing the game consuming behaviors showed that different recognition of game world made the differences in the game consuming behavior. The results of the present study supported that the recognition of consumers about digital images or content poducts like online game can be different by the value and experience of consumer, and the different recognition make the different consuming behavior of similar or same products. The results supported that the meaning and value of digital images or digital content are endowed by consumers.

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Trend of Technologies and Standardizations for Mobile Augmented Reality (모바일 증강현실 기술 및 표준화 동향)

  • Lee, Yong-Hwan;Lee, Yukyong;Park, Je-Ho;Yoon, Kyoungro;Kim, Cheong Ghil;Kim, Youngseop
    • Journal of Satellite, Information and Communications
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    • v.8 no.1
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    • pp.83-88
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    • 2013
  • Recently, by increasing the number of smartphone users, the applications for product brochure and advertising service using a technology of augmented reality are also taking place exponentially. The term, augmented reality, is an application of providing composite view with real world and virtual world, and synthesizing the information to make it look-like things that exist in the actual environments of the original real world. In this paper, we present the trends of core technologies and the standardization related on augmented reality in the mobile environment, and discuss the necessary of standards related to image-based augmented reality.

Constructing Virtual Environment for Flight Simulators based on Digital Map (지리정보를 이용한 비행 시뮬레이터의 가상환경 구축)

  • 유병헌;한순흥
    • Korean Journal of Computational Design and Engineering
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    • v.9 no.2
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    • pp.148-157
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    • 2004
  • Interactive simulators that simulate mechanical systems are being developed for the purpose of performance evaluation of product design, replacement of physical training, and entertainment game. Use of flight simulator is increasing to reduce risk and cost of physical training, and we need virtual environment which covers large area terrain. We need a method that can reduce development cost and construction time of virtual environment that simulate the real environment. There have been attempts to link GIS or remote sensing field with virtual reality. This paper examines a method that helps to construct virtual environment, and attempts to link geographic information with virtual reality. A construction method of virtual environment based on digital map and satellite image has been studied.

Design of a Block Data Flow Architecture for 2-D DWT/IDWT (2차원 DWT/IDWT의 블록 데이터 플로우 구조 설계)

  • 정갑천;강준우
    • Proceedings of the IEEK Conference
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    • 1998.10a
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    • pp.1157-1160
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    • 1998
  • This paper describes the design of a block data flow architecture(BDFA) which implements 2-D discrete wavelet transform(DWT)/inverse discrete wavelet transform(IDWT) for real time image processing applications. The BDFA uses 2-D product separable filters for DWT/IDWT. It consists of an input module, a processor array, and an output module. It use both data partitioning and algorithm partitioning to achieve high efficiency and high throughput. The 2-D DWT/IDWT algorithm for 256$\times$256 lenna image has been simulated using IDL(Interactive Data Language). The 2-D array structured BDFA for the 2-D filter has been modeled and simulated using VHDL.

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Visual perception of Fourier rainbow holographic display

  • Choo, Hyon-Gon;Chlipala, Maksymilian;Kozacki, Tomasz
    • ETRI Journal
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    • v.41 no.1
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    • pp.42-51
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    • 2019
  • The rainbow hologram provides views of reconstruction with rainbow color within a large viewing zone. In our recent paper, a Fourier rainbow holographic display using diffraction grating and a white-light LED source was introduced. In this technique, the rainbow effect is realized by the dispersion of white-light source on diffraction grating, while the slit is implemented numerically by reducing the demands of the space-bandwidth product of the display. This paper presents a novel analysis on the visual perception of the Fourier rainbow holographic display using Wigner distribution. The view-dependent appearance of the image, including multispectral field of view and viewing zone, is investigated considering the observer and the display parameters. The resolution of the holographic view is also investigated. For this, a new quantitative assessment for image blur is introduced using Wigner distribution analysis. The analysis is supported with numerical simulations and experimentally captured optical reconstructions for the holograms of the computer model and real object generated with different slit size, reconstruction distance, and different observation conditions.

A Memory Intensive Real-time 3x3 Neighborhood processor for Image Processing (Memory Intensive 실시간 영상신호처리용 3 $\times$ 3 Neighborhood VLSI 처리기)

  • 김진홍;남철우;우성일;김용태
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.27 no.6
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    • pp.963-971
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    • 1990
  • This paper proposes a memory intensive VLSI architecture for the realization of real-time 3x3 neighborhood processor based on the distributed arithmetic. The proposed architecture is characterized by a bit serial and multi-kernel parallel processing which exploits the pixel kernel parallelism and concurrency. The chip implements 8 neighborhood processing elements in parallel with efficirnt input and output modules which operate concurrently. Besides the a4chitectural design of a neighborhood processor, the design methodology using module generator concept has been considered and MOGOT(MOdule Generator Oriented VLSI design Tool) has been constructed based on the workstation. Based on these design environments MOGOT, it has been shown that the main part of the suggested architecture can be designed efficiently using 2\ulcorner double metal CMOS technology. It includes design of input delay and data conversion module, look-up table for inner product operation, carry save accumulator, output data converter and delay module, and control module.

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Inspection of Weld Bead using High Speed Laser Vision Sensor

  • Lee, H.;Ahn, S.;Sung, K.;Rhee, S.
    • International Journal of Korean Welding Society
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    • v.3 no.2
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    • pp.53-59
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    • 2003
  • Visual inspection using laser vision sensor was proposed for fast and economic inspection and was verified experimentally. Welding is one of the most important manufacturing processes for automotive and electronics industries as well as heavy industries. The weld zone influences the reliability of the products. There are two kinds of weld inspection tests, destructive and non­destructive test. Even though the destructive test is much more reliable, the product should be destroyed, and hence the non­destructive test such as ultrasonic or X­ray test was used to overcome this problem. However, these tests are not used for real time inspection.

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A Study on Automatic Inspection Technology of Machinery Parts Based on Pattern Recognition (패턴인식에 의한 기계부품 자동검사기술에 관한 연구)

  • Cha, Bo-Nam;Roh, Chun-Su;Kang, Sung-Ki;Kim, Won-il
    • Journal of the Korean Society of Industry Convergence
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    • v.17 no.2
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    • pp.77-83
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    • 2014
  • This paper describes a new technology to develop the character recognition technology based on pattern recognition for non-contacting inspection optical lens slant or precision parts, and including external form state of lens or electronic parts for the performance verification, this development can achieve badness finding. And, establish to existing reflex data because inputting surface badness degree of scratch's standard specification condition directly, and error designed to distinguish from product more than schedule error to badness product by normalcy product within schedule extent after calculate the error comparing actuality measurement reflex data and standard reflex data mutually. Developed system to smallest 1 pixel unit though measuring is possible 1 pixel as $37{\mu}m{\times}37{\mu}m$ ($0.1369{\times}10-4mm^2$) the accuracy to $1.5{\times}10-4mm$ minutely measuring is possible performance verification and trust ability through an experiment prove.

Spatial augmented reality for product appearance design evaluation

  • Park, Min Ki;Lim, Kyu Je;Seo, Myoung Kook;Jung, Soon Jong;Lee, Kwan H.
    • Journal of Computational Design and Engineering
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    • v.2 no.1
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    • pp.38-46
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    • 2015
  • Augmented reality based on projection, called "Spatial Augmented Reality (SAR)", is a new technology that can produce immersive contents by overlapping virtuality and real-world environment. It has been paid attention as the next generation digital contents in media art and human-computer interaction (HCI). In this paper, we present a new methodology to evaluate the product appearance design more intuitively by means of SAR technique. The proposed method first projects the high-quality rendered image considering the optical property of materials onto the mock-up of a product. We also conduct a projector-camera calibration to compensate a color distortion according to a projector, a projection surface and environment lighting. The design evaluation methodology we propose offers more flexible and intuitive evaluation environment to a designer and user (evaluator) than previous methods that are performed via a digital display. At the end of this research, we have conducted a case study for designing and evaluating appearance design of an automobile.

High Bit Rate Image Coder Using DPCM based on Sample-Adaptive Product Quantizer (표본 적응 프러덕트 양자기에 기초한 DPCM을 이용한 고 전송률 영상 압축)

  • 김동식;이상욱
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.24 no.12B
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    • pp.2382-2390
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    • 1999
  • In this paper, we employed a new quantization scheme called sample-adaptive product quantizer (SAPQ) to quantize image data based on the differential pulse code modulation (DPCM) coder, which has fixed length outputs and high bit rates. In order to improve the performance of traditional DPCM coders, the scalar quantizer should be replaced by the vector quantizer (VQ). As the bit rate increases, it will be nearly impossible to implement a conventional VQ or modified VQ, such as the tree-structured VQ, even if the modified VQ can significantly reduce the encoding complexity. SAPQ has a form of the feed-forward adaptive scalar quantizer having a short adaptation period. However, since SAPQ is a structurally constrained VQ, SAPQ can achieve VQ-level performance with a low encoding complexity. Since SAPQ has a scalar quantizer structure, by using the traditional scalar value predictors, we can easily apply SAPQ to DPCM coders. For synthetic data and real images, by employing SAPQ as the quantizer part of DPCM coders, we obtained a 2~3 dB improvement over the DPCM coders, which are based on the Lloyd-Max scalar quantizers, for data rates above 4 b/point.

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