• Title/Summary/Keyword: Top-Down View

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A Study on the Functional Requirement Analysis for the Development of PDM System (제품정보관리 시스템 개발을 위한 기능 분석에 관한 연구)

  • 한관희;박찬우
    • Korean Journal of Computational Design and Engineering
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    • v.7 no.1
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    • pp.42-56
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    • 2002
  • Presented in this study is a top-down functional requirement analysis procedure and the desired functionalities for PDM system development, and the benefits of top-down approach over a conventional bottom-up approach is also shown. For the purpose of top-down requirement analysis for PDM system, this study proposes 4P modeling view. 4P modeling view is defined as a modeling perspective for classifying functional requirements and integrating product-related information objects that must be man-aged within PDM systems. Based on 4P modeling templates, benchmarking analysis of commercially major PDM products is conducted and as a result of this analysis, this study suggests desired functionalities for PDM system.

A Study on Shadow Handling in Top-Down View 2D Games (탑-다운 뷰 2D 게임의 그림자 처리에 대한 연구)

  • SangWon Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.83-84
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    • 2023
  • 2D 게임의 이미지들은 2D 스프라이트(Sprite) 조각들을 같은 평면에 겹쳐 그리는 방식으로 표현한다. 탑다운 뷰(Top-Down View) 2D 게임 시점은 평면의 그림에 입체적인 묘사를 함으로써 캐릭터나 오브젝트가 수직으로 일어서 있는듯한 3D 느낌을 전달한다. 그러나 실제로는 2D 평면이므로 3D 그림자 맵(Shadow Map) 방식을 사용할 수 없는 단점이 있다. 본 논문에서는 2D 스프라이트 오브젝트의 그림자를 3D 그림자맵으로 생성하는 방법과 동반되는 이슈들을 제시한다.

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Perspectives of Game in Terms of Interactivity between Game Texts and Players (게임 텍스트와 플레이어의 인터랙티브적 관점에서 본 게임의 시점)

  • Kihl, Tae-Suk;Chang, Jun-O
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.51-59
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    • 2008
  • This article focuses on perspectives of game in terms of interactivity between game texts and players. There are many points of view which have been discussed, such as first person point of view, third person point of view, top-down point of view, side-view point of view, quarter-view point of view, and isometric point of view, but they are too insufficient to fully explain the perspectives of game from the viewpoint of the interactivity. This paper examines the function of player and game manufacturer as implied authors on interactive point of view, and discusses the perspectives of game through a sense of distance between players as implied author and player characters.

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Compare View Styles in the Smartphone AR Car Driving Game (스마트폰 AR 차 운전 게임에서 사용자 시점 비교)

  • Shin, Ji-Hye;Kim, Seungwon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.1009-1011
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    • 2021
  • 게임에서 플레이어에게 시각적으로 제공되는 환경을 View라고 하는데, View의 전환만으로도 전혀 다른 게임의 경험이 가능하다. 본 논문에서는 car racing game에서 View의 전환에 따른 게임의 경험 차이를 비교하였다. 우리는 ARcore 라이브러리를 사용하여 AR car racing game을 구현하였고 virtual joystick을 사용한 Interaction 방법을 구현하였다. Top down view와 first person view의 차이점이 플레이어의 실감에 어떠한 영향을 미치는지 연구하기 위해 두 view을 구현하여 pilot study를 수행하였다.

Analysis of the effect of the top-down teaching method for training of developing contents based on smart media

  • Ku, Jin-Hee
    • International Journal of Contents
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    • v.7 no.4
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    • pp.64-69
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    • 2011
  • Recently, as smart devices are distributed more and more, the need for education of developing contents based on smart media increases. In order to develop contents based on smart media, it is necessary to learn new programming language as well as to understand the structure of platforms as device-manufacturers and communication companies have different platforms. Generally, the problem in education of programming is that it can provide learning to understand the language stage by stage, but it is difficult to suggest a clear result such as completion of learner's project from macroscopic and integrated approach. Especially, there is a difficult of learning several programming languages due to the characteristics of platforms in developing smart contents. Accordingly, in the education of programming for developing smart contents, it is not appropriate to use the traditional teaching method of programming which conducts projects from an integrated point of view after learning the grammatical elements of the language. This paper aims to suggest the top-down teaching method as an effective teaching method for developing contents based on smart media, and to analyze the effect after developing and applying the suggested teaching model.

Improvement of Software Cost Estimation Guideline Using OLAP Multidimensional Model (OLAP 다차원 모델을 이용한 소프트웨어 사업대가기준의 개선)

  • Park, Hye-Ja;Hwang, In-Soo;Kwon, Ki-Tae
    • Journal of Information Technology Services
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    • v.11 no.1
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    • pp.197-210
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    • 2012
  • This paper presents the ways that can improve the Software Cost Estimation Guidelines in order to replace those that are expected to be abolished at February, 2012, and solve the problems that are being occurred in the current Software Cost Estimation Guidelines. By using multidimensional modeling of OLAP(On-Line Analytical Processing), this paper does three dimensional modeling that considers the product/service view, process view and skill view. Also, it presents the identification method of cost estimation data through the view of each dimension. Furthermore, it defines the software cost estimation process and adapts them into the bottom up estimation and the top down estimation. Finally, it proposes the access of cost estimation data by the multidimensional analysis of OLAP.

Functional analysis of air transport mission (항공 수송 임무의 기능 분석에 관한 연구)

  • Song, Youn-Seob
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.16 no.4
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    • pp.41-48
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    • 2008
  • Functional analysis of air transport mission is conducted to establish the performance requirements of the commercial transport designs. The analysis process begins by making a top-down analysis to the aircraft system level mission functions. Correctly interpreting the top-level performance requirements is the first step in designing and building an aircraft system. Each function and sub-function is allocated and examined to the aircraft level and flight operations phase to optimize the system performance and design requirements, such that these lower-level requirements can be traced back to the top-level requirements they are designed to fulfill. Special attention is given to making sure all interfaces, both internal and external, are addressed. The results are also in good resources of functional hazard assessment involved in certification processes.

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Survey on Deep Learning-based Panoptic Segmentation Methods (딥 러닝 기반의 팬옵틱 분할 기법 분석)

  • Kwon, Jung Eun;Cho, Sung In
    • IEMEK Journal of Embedded Systems and Applications
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    • v.16 no.5
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    • pp.209-214
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    • 2021
  • Panoptic segmentation, which is now widely used in computer vision such as medical image analysis, and autonomous driving, helps understanding an image with holistic view. It identifies each pixel by assigning a unique class ID, and an instance ID. Specifically, it can classify 'thing' from 'stuff', and provide pixel-wise results of semantic prediction and object detection. As a result, it can solve both semantic segmentation and instance segmentation tasks through a unified single model, producing two different contexts for two segmentation tasks. Semantic segmentation task focuses on how to obtain multi-scale features from large receptive field, without losing low-level features. On the other hand, instance segmentation task focuses on how to separate 'thing' from 'stuff' and how to produce the representation of detected objects. With the advances of both segmentation techniques, several panoptic segmentation models have been proposed. Many researchers try to solve discrepancy problems between results of two segmentation branches that can be caused on the boundary of the object. In this survey paper, we will introduce the concept of panoptic segmentation, categorize the existing method into two representative methods and explain how it is operated on two methods: top-down method and bottom-up method. Then, we will analyze the performance of various methods with experimental results.

The New Definition of Creative Leadership in the Communication Design Industry - Focused on the 4th Industrial Revolution

  • Kim, Kyung-won
    • International Journal of Contents
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    • v.15 no.2
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    • pp.53-58
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    • 2019
  • The aim of this paper is to discuss how designers lead and direct 'technology-driven society' using their creative communication skill. To this end, it is required for communication designers to take conscious steps to recognize the future direction of their profession. Despite the advancement in technology, there is a human being at the center of all design activities. From a certain point of view, contemporary communication design takes an open-ended exploration of the subject matter, rather than a finished output. The notion of creative leadership may potentially expand more in terms of improving the methodology of today's visual culture. The paper will examine creative leadership that could be proposed by the challenge of discourse upon the upcoming industrial revolution. Today, communication designers are confronted by new leadership opportunities and challenges. Some leading designers seem to focus on brand new media technologies to prepare the 4th industrial revolutions. However, communication design cannot be discussed in the medium but can be understood as a process. Top-down and bottom-up process is always a concerned about the relationship since the focus of leadership has changed. In the top-down process, the leadership has existed between 'designer and client' because designers have played their role as a problem solver. On the other hand, there is a different model of leadership between 'design and technology' based on bottom-up process, which stem from the design authorship. In this regard, the new definition of creative leadership in the $4^{th}$ industrial revolution proposes a designer as a problem-finder based on the relationship between the 'designer and the public'.

Functional analysis of Avionics system for an air transport mission (항공 수송 임무 수행을 위한 Avionics 시스템의 기능 분석)

  • Song, Yun-Sub
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.17 no.3
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    • pp.40-50
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    • 2009
  • Avionics system's function for an air transport mission is analysed. The starting point for designing a Avionics system is a clear understanding of the mission requirements and the requirement allocation by the top level aircraft system. Therefore, the analysis begins by making a top-down analysis to the aircraft missions. The baseline mission is divided into segments, and each segment is subjected to a detailed analysis to establish the requirements for the Avionics system. Special attention is given to capture the key aspects of interfaces, and to incorporate them into the design.

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