• Title/Summary/Keyword: Realism

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3-D Graphics Simulators : SOFTGRA and RACA (3차원 그래픽스 시뮬레이터 : SOFTGRA와 RACA)

  • Eo, Kil-Su;Choi, Hun-Kyu;Kyung, Chong-Min
    • Proceedings of the KIEE Conference
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    • 1987.07b
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    • pp.1528-1531
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    • 1987
  • Two graphics simulators, SOFTGRA and RACA, have been developed. The SOFTGRA has been implemented by the scan line algorithm using 2 shading models with multi-light sources. The RACA is a ray casting simulator which produces shadowed images with realism. Above two simulators run on Sun micro system and MV10000 and produce image data which are transfered into IBM AT with Metheus' Omega graphics board and drawn there.

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Multi-view video coding (다시점 비디오 코딩)

  • Park, Sea-Nae;Sim, Dong-Gyu
    • Proceedings of the IEEK Conference
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    • 2008.06a
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    • pp.57-60
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    • 2008
  • In this paper, we describe the technology about multiview video coding which is a hot issue in diqital video coding. A multiview video coding (MVC) is able to provide a free view point and 3-D effect, resulting that it gives more realism to users. Now, the MVC has been standardized as an amendment of H.264/AVC. In this paper, we present not only the MVC standard but also relevant techniques which were under consideration in the MVC standardization.

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Antibacterial Finishing of PET Nonwovens with Colloidal Solution of Nano-sized Silver (나노 사이즈의 은 콜로이드 용액을 이용한 폴리에스테르 부직포의 항균가공)

  • Lee, Hoon-Joo;Jeong, Sung-Hoon
    • Proceedings of the Korean Fiber Society Conference
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    • 2001.10a
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    • pp.386-389
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    • 2001
  • Researches for nanotechnology are inherently multidisciplinary since on the biological, and chemical components and systems are essentially the same. As the synthetics develop, many people are concerned about the influences of natural environment and hygiene of manufactures. By this reason, a new area has developed in the realism of textile finishing. The aim of this work is to consolidate nanotechnology into bacteriostasis of textile. (omitted)

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Geomorphing Crack Elimination Technique for Improving Terrain Rendering Quality (지형렌더링 품질향상을 위한 기하모핑 크랙 제거 기법)

  • 주진천;김상희
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10b
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    • pp.709-711
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    • 2003
  • 위성기술의 발달로 대규모의 고해상도 지형정보 생성이 가속화되고, 사실적 지형묘사 요구는 더욱 높아지고 있으므로 대규모 지형자료를 효율적으로 처리하여 실제감(realism)을 주는 실시간 렌더링 기법이 필수적이다. 본 연구에서는 지형 셀의 쿼드트리 구조를 기반으로 시각 거슬림 현상을 최소화하기 위한 연속적인 다단계 상세도 기법 및 기하모핑 기법을 적용할 때 발생할 수 있는 기하모핑 크랙을 제거하기 위한 확장된 기법을 제안한다.

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A Study on the Organic Expression Principles of the 20C. Architecture. (20세기 건축의 유기적 표현원리에 관한 연구)

  • 김주연;우경덕
    • Korean Institute of Interior Design Journal
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    • no.18
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    • pp.51-58
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    • 1999
  • The aim of this study is to discover the organic expression principles of the 20C. Architecture. As a result, first, the organic expression principles was organised in six categories, a. naturalism b. neo-naturalism, c. realism, d. abstractionism, e. regionalism, f. functionalism. Second, among the organic expression principles, the naturalism, the neo-naturalism and the abstractionism were the most dominant organic expression principles of the 20C. Architecture. Third, from 1960, the functionalism have become one of the most dominant organic expression of the 20C. Architecture.

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A Cultural Approach to China's Politics: Cultural Code and Political Orientation (对于中国政治的文化论接近: 文化代码与政治倾向)

  • Joo, Jang-hwan
    • Analyses & Alternatives
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    • v.4 no.2
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    • pp.133-162
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    • 2020
  • This article examines China's political characteristics from a cultural perspective. First, it demonstrates the usefulness of the semiotic model through comparative analysis of various political and cultural research methods. Next, this model is used to analyze the representative religions of China, Confucianism and Taoism. Lastly, it analyzes the influence of the cultural codes derived through this on Chinese politics. In conclusion, China has a monolithic cultural code that seeks harmony with transcendental order centered on secular order. It is analyzed that the cultural code of this characteristic had an influence on the orientations of non-rationalization and realism.

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A Study on 3D Animation as total Art (총체적 예술로서의 3D Animation에 대한 연구)

  • 최성원
    • Archives of design research
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    • v.16 no.3
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    • pp.33-40
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    • 2003
  • With the view of an art history, 3D Animation is one of the media that was anxiously solved the issue of time and space by traditional painters, however it still could not acquire the proper position in the art field due to compromising commercialism. This is the result of devaluating for the possibility of art itself and it is only a matter of the range to apply 3D animation. In order to obtain a proper position for an art genre, previously it can be focused on how to visualize the 3D animation from our perceptions. 3D animation should not ding to the realism, it can be understand in the way of a narrative relation between the description of objects and the objects itself, further more it will be illustrated as whole units. After the aesthetical reflection, 3D animation production can be defined as an art genre and also independent from commercialism. Therefore this paper is the first step for improving 3D animation as an art and trying to discuss the way to observe 3D animation.

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An Optimized Mass-spring Model with Shape Restoration Ability Based on Volume Conservation

  • Zhang, Xiaorui;Wu, Hailun;Sun, Wei;Yuan, Chengsheng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.4
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    • pp.1738-1756
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    • 2020
  • To improve the accuracy and realism of the virtual surgical simulation system, this paper proposes an optimized mass-spring model with shape restoration ability based on volume conservation to simulate soft tissue deformation. The proposed method constructs a soft tissue surface model that adopts a new flexion spring for resisting bending and incorporates it into the mass-spring model (MSM) to restore the original shape. Then, we employ the particle swarm optimization algorithm to achieve the optimal solution of the model parameters. Besides, the volume conservation constraint is applied to the position-based dynamics (PBD) approach to maintain the volume of the deformable object for constructing the soft tissue volumetric model base on tetrahedrons. Finally, we built a simulation system on the PHANTOM OMNI force tactile interaction device to realize the deformation simulation of the virtual liver. Experimental results show that the proposed model has a good shape restoration ability and incompressibility, which can enhance the deformation accuracy and interactive realism.

Realism Cues and Memory in Computer Games : Effects of Violence Cues on Arousal, Engagement, and Memory (폭력성게임 내에서의 사실적 묘사 방식이 사용자 각성(arousal)과 현존감(presence) 및 기억(memory)에 미치는 영향에 관한 연구)

  • Jeong, Eui-Jun;Biocca, Frank A.;Kim, Min-Kyu
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.127-142
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    • 2011
  • This study examined if realistic cues of violence - blood color (red), sound cues (screams of pain), and perspective (first-person) - influence user arousal, feeling of presence, and their memory for the game events and positions with personal experience of games. The relationship between arousal and presence was also analyzed with their effects on memory in a 3D modified shooter game (CounterStrike). Results indicated that both realism cues of violence increased the player's arousal regardless of the user's level of game experience, and the arousal had a significant relationship with engagement by affecting presence strongly. Especially, engagement (a sub-factor of presence) was stronger than other variables in explaining the memory effect, and it mediated the effect between arousal and memory. However, the first-person perspective did not show any significant effect on arousal, and had a negative effect on engagement.

Structuralization of CGI Visual Format for Digital Cinema and Digital Animation -Focused on Film - (디지털시네마와 디지털애니메이션을 위한 CGI 시각형식 구조화 -영화<정글북>을 중심으로-)

  • Yu, Hyoung-Jun
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.22-30
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    • 2017
  • CGI not only performed a crucial role to make cinema and animation evolved into digital cinema and digital animation but also CGI, an important visual format, settled realism-centric spectacle image culture in public commercial cinema and animation. The fact that CGI visual format could be structuralized in three different view points is discovered through Iconicity, photorealism, verisimilitude, uncanny valley, hyperrealism, and spectacular realism discourse research which explain image culture. First, a formative viewpoint that comes up in an iconic difference between drawing and photograph. Secondly, a cognitive viewpoint that sees visually perceived naturalness and abnormality as a realistic probability issue. Lastly, a customary viewpoint which is rooted in aesthetic tradition of cinema and animation. After that, the features of CGI which is used in the movie 'jungle book'(2016) were analyzed using the structured visual format. Consequently, this movie has hyper-realistic photographic iconicity on the base of realistic probability. Also, by following image-aesthetic convention which uses overstated and amplified narrative as a visual format, at the same time, the movie also has sufficient image-aesthetic convention in animation by personified animal character.