• Title/Summary/Keyword: Super Graphic

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The Development of Data Capturing Modules by Speech-Voice Recognition (음성인식에 의한 측량자료취득 모듈개발)

  • 조규전;이영진;차득기
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.18 no.3
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    • pp.279-285
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    • 2000
  • Men's desire for the human interface, due to the development of voice processing technology of computer, and the development of intelligent MMI (Man-Machine Interface) computer technology enabled us to operate computers with our voice without using keyboards or other input systems. Especially, by obtaining field data and layout from the complicated surveying environment and applying the voice recognition technology to the actual surveying work, we can save a lot of working hours and costs. According to the result of this study, the real time Geo-Coding and graphic data-coding were possible with only 25 words by connecting the software engine which recognizes 50,000 different words and the voice recognition technology based on the super IC which recognizes 60 different words with the Total-station and the RTK-GPS.

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Development of Control System for Anti-Rolling Tank of Ships with Fault Detection Capability (고장진단 기능을 갖는 선박 횡동요 감요 장치 용 제어시스템 개발)

  • Won, Moon-Cheol;Ryu, Sang-Hyun;Choi, Kwang-Sik;Jung, Yun-Ho;Lew, Jae-Moon;Ji, Yong-Jin
    • Journal of Ocean Engineering and Technology
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    • v.24 no.3
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    • pp.64-71
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    • 2010
  • This paper summarizes the development of an ART control system panel with a touch screen and sensors to measure the roll and roll rate of ships. The control system hardware consists of two micro-processors, analog and digital I/O circuits, various relay circuits, etc. Sensor fusion and moving cross algorithms are implemented to accurately estimate the roll angle and roll period. In addition, the control system adopts a fault detection algorithm to inform users of ART system faults. A touch screen in the control panel can display the ART system states and faults. The performance of the developed system was verified on real sea trials.

Digital Hologram Generating of 3D Object with Super-multi-light-source (초다광원 3차원 물체의 디지털 홀로그램 고속 생성)

  • Song, Joongseok;Kim, Changseob;Park, Jong-Il
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2015.07a
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    • pp.135-136
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    • 2015
  • 컴퓨터 생성 홀로그램(CGH: computer generated hologram) 기법은 기존의 광학계 장치와 변수들을 수학적으로 모델링하여 일반 범용 컴퓨터(PC: personal computer)로도 디지털 홀로그램을 생성할 수 있는 기술이다. 이 기술은 디지털 홀로그램의 해상도와 3D 물체의 광원 수에 따라 알고리즘의 연산량이 좌우되기 때문에, 실용적인 사용을 위해서 알고리즘의 연산량을 낮추거나 하드웨어의 연산 속도를 높이는 연구가 필수적이다. 본 논문에서는 초다광원 3D 물체의 디지털 홀로그램을 고속으로 생성할 수 있는 방법을 제안한다. 제안하는 방법은 한 개의 서버 PC와 다수의 클라이언트 PC들로 구성되어 있으며, 이들은 일반적으로 사용되는 범용 GPU (graphic processing unit)가 장착되어 있다. 서버에서 3D 물체의 광원을 스캔하여 데이터화 하고, 클라이언트 PC들의 연산 능력에 따라 광원 데이터를 분할하여 클라이언트들에게 각각 전송한다. 각각의 클라이언트들은 전송받은 데이터를 이용해 다중 GPU 기반의 CGH 연산을 수행하여 간섭 패턴들을 생성하고, 생성된 패턴들은 다시 서버 PC로 재전송된다. 서버 PC로 재전송 된 패턴들이 하나로 누적되면 디지털 홀로그램이 생성된다. 본 실험에서, 기존의 방법으로는 139,655개의 광원에 대해 $1,024{\times}1,024$ 해상도의 홀로그램을 생성하는데 약 2,250 ms가 걸린 반면, 제안하는 방법은 약 478 ms의 속도로 생성할 수 있음을 확인하였다.

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FORECAST OF FASHION TO 1995 -Concerning the Behavioral Science Models of Fashion- (예측으로 본 1995년까지의 패션 경향 -패션의 행동 과학 모델을 중심으로-)

Educational Web Design Taking Usability into Consideration (Focused on VRML Educational Web Page) (유저빌러티를 고려한 교육용 웹 디자인 (VRML교육용 웹 페이지 중심으로))

  • Kim, Nam-Hee;Kim, Tae-Wan
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.16-22
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    • 2002
  • After that Internet was introduced to Korea, Web page has developed from text centered to graphic-centered at its fist stage. At the present, it is improving to a design for users. Furthermore, with the acceleration of Information super-highway construction and generalization of basic technology for multi-media, the educational environment has transformed to demander-focused and internet basis service which transcends time and space. Consequently, the educational structure is converting from instructors unilateral lead to student-centered. Additionally, the common usage and digitalization of information have an effect on progress of education quality and cost saving. Although there are plenty of educational web pages on internet, we can notice that many of them are inconvenient for users to put into practice. The reason is that many experts overlook the fundamental which is the basic skill for design and understanding of Web must be accompanied with Web design. Therefore, this thesis will find out the points users should consider for use of Web page and realize the educational web page, reflected for VRML training.

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A study for the development of knowledge based expert system for the design of flywheels (플라이 휘일의 설계를 위한 지식기반 전문가 시스템의 개발에 관한 연구)

  • 이경원;윤용산
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.14 no.5
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    • pp.1138-1146
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    • 1990
  • A knowledge-based expert system has been developed implementing the ambiguous process of conceptual design of flywheels in earlier design stage to assist the selection of proper flywheel types and dimensions. Knowledge for the flywheel design consists of the rules for conventional as well as super flywheels and other informations required for the design process. Those knowledges were extracted from literatures and some experts in the field. With these knowledges, an integrated knowledge based expert system was developed to help users with informations and facilities to design flywheels interactively using a commercial package of knowledge-based system called INSIGHT2 of backward chaining and proprietary package of forward chaining written in LISP language. The developed system consists of the knowledge base part and calculation park : the first one consists of main module and user level modules and the other one is to assist in analyzing the stress distribution in the flywheels and deciding the flywheel dimensions and specifications for various types of flywheels using proper data bases and graphic facilities. With this flywheel design software, several examples were tried generating acceptable design results.

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 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.

An Iterative, Interactive and Unified Seismic Velocity Analysis (반복적 대화식 통합 탄성파 속도분석)

  • Suh Sayng-Yong;Chung Bu-Heung;Jang Seong-Hyung
    • Geophysics and Geophysical Exploration
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    • v.2 no.1
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    • pp.26-32
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    • 1999
  • Among the various seismic data processing sequences, the velocity analysis is the most time consuming and man-hour intensive processing steps. For the production seismic data processing, a good velocity analysis tool as well as the high performance computer is required. The tool must give fast and accurate velocity analysis. There are two different approches in the velocity analysis, batch and interactive. In the batch processing, a velocity plot is made at every analysis point. Generally, the plot consisted of a semblance contour, super gather, and a stack pannel. The interpreter chooses the velocity function by analyzing the velocity plot. The technique is highly dependent on the interpreters skill and requires human efforts. As the high speed graphic workstations are becoming more popular, various interactive velocity analysis programs are developed. Although, the programs enabled faster picking of the velocity nodes using mouse, the main improvement of these programs is simply the replacement of the paper plot by the graphic screen. The velocity spectrum is highly sensitive to the presence of the noise, especially the coherent noise often found in the shallow region of the marine seismic data. For the accurate velocity analysis, these noise must be removed before the spectrum is computed. Also, the velocity analysis must be carried out by carefully choosing the location of the analysis point and accuarate computation of the spectrum. The analyzed velocity function must be verified by the mute and stack, and the sequence must be repeated most time. Therefore an iterative, interactive, and unified velocity analysis tool is highly required. An interactive velocity analysis program, xva(X-Window based Velocity Analysis) was invented. The program handles all processes required in the velocity analysis such as composing the super gather, computing the velocity spectrum, NMO correction, mute, and stack. Most of the parameter changes give the final stack via a few mouse clicks thereby enabling the iterative and interactive processing. A simple trace indexing scheme is introduced and a program to nike the index of the Geobit seismic disk file was invented. The index is used to reference the original input, i.e., CDP sort, directly A transformation techinique of the mute function between the T-X domain and NMOC domain is introduced and adopted to the program. The result of the transform is simliar to the remove-NMO technique in suppressing the shallow noise such as direct wave and refracted wave. However, it has two improvements, i.e., no interpolation error and very high speed computing time. By the introduction of the technique, the mute times can be easily designed from the NMOC domain and applied to the super gather in the T-X domain, thereby producing more accurate velocity spectrum interactively. The xva program consists of 28 files, 12,029 lines, 34,990 words and 304,073 characters. The program references Geobit utility libraries and can be installed under Geobit preinstalled environment. The program runs on X-Window/Motif environment. The program menu is designed according to the Motif style guide. A brief usage of the program has been discussed. The program allows fast and accurate seismic velocity analysis, which is necessary computing the AVO (Amplitude Versus Offset) based DHI (Direct Hydrocarn Indicator), and making the high quality seismic sections.

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A Study on the Design Management & Future Design Strategy of Philips (Philips사의 디자인경영 및 미래디자인 전략에 대한 연구)

  • 이해묵
    • Archives of design research
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    • v.13 no.4
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    • pp.85-93
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    • 2000
  • Design becomes a source of new competitive power in the boundless global market so-called globalization. The competitive power in business was lied in the technology in 70's and the design was understood as a styling or graphic means. However, the design has become more important means to get the competitive power in business since 1980. World businesses have found the fact that it has a super competitive power to make the product's performance as well as its dignity rather than it is to determine the product's external view or color. The change of design policy in Phillips, one of the world's leading producers of electronic products, is not much different. Design manager's power was limited until 70's. However, Phillips has focused its business strategy on the higher competitive power since 1980 and they welcomed Robert Blaich, vice president of design and development at Herman Miller Inc., to be a member of the company, expanding the importance of design along with restructure while working on the globalization. Meanwhile, Stefano Marzano, a Senior Director in 90's, established a high design concept, working on the strategic futures to get customer-oriented and for successful commercialization. The vision of the future developed over 3 years until 1996 was to forecast 10 years coming up and create a new value while achieving the business target through the design as an innovative design in bracing for the information network era.

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