• Title/Summary/Keyword: Virtual image

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A Study on the Information Society of Baudrillards Theory and Designer's Thinking (보드리야르의 정보사회 이론과 디자이너의 사고에 대한 고찰)

  • 김태균
    • Archives of design research
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    • v.13 no.4
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    • pp.11-21
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    • 2000
  • Due to the explosive growth of the internet, terminology like "information society" and "virtual space" is frequently used, but often in a confusing manner. Some Social theorists and many people are fascinated by "information" and "media" as key characteristics of the contemporary world and rely on the unproven opinion that "Knowledge is a source of value and information moves the world". In this regard, Boudllian defines contemporary culture as a culture of signs and insists that we are surrounded by signs and forms of meaning. There isn't anything behind the signs but signs only exsist, so we cannot escaped from its inauthenticity and consider it improper to insist on it. If people can understand that signs are just simulation of reality, that would be alright. But in fact anything cannot be alright.In this matter Boudllian's conclusion is that we produce images in bulk which are not worthy seeing. Today we reach the conclusion that most images are the letter(character) image itself which shows nothing special.Consequently, this kind of world is a postmodern-world that seems meaningless but has signs to experience and enjoy, many examples of which are shown in the media, such as the internet. We can get to the conclusion that the audience neither sees nor hears anything, but they just can experience many interesting things which characterize the present age. The purpose of this research is to help you to understand current design philosophy and the direction of media while considering both a positive social phenomenon about the new design paradigm of information and media, as well as critical thinking about it.

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A study on 3D Modeling Process & Rendering Image of CAD Program-With Case study on Cellular Phone Design- (캐드에 의한 3차원 모델링 제작과정과 렌더링 이미지 연출에 관한 연구-무선 이동 전화기 디자인 사례를 중심으로-)

  • 이대우
    • Archives of design research
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    • no.18
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    • pp.25-34
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    • 1996
  • Industrial design development methods and processes have changed in accordance with Industrial Information Age. These days, problems are created by existing methods and evaluation of design value , all problems concerned with time and finances sitaution have been made a subject of discussion. Development of design processes have been changed by the development of problem recognition and solving tools, and dpsign tpchnulugy havp hppn replaced by computer technology,Thus. software design processes linking thoughtware to hardware are used in the solution of design problems with many parts. In this study, 3D Modeling samples are presented, 3D Modeling can realise ' Ideas' to '3Dimentional Virtual Ohjects'. These effect and value are anle to decisively influence the process of design problem conference-ebealuation-solution.Proxesses of actual modeling and rendering are made as follows. By compusition of simple 20 drawings and shaping them into 30 objects, 30 solid models can be made. To prssent effectivley, we can make a sample model by varying camera views,light sourses,materials and colours etc. This sample is evaluated by various cumposition, methods and PERT(Program Evaluation and Review Technique). This cuncrete sample (tentative plan)is changed within the CAD SYSTEM by design evaluation, and then converted to flowchart of mass productive conception through refined data. So, that tentative plan can be conformed to design desire actuillly, to the utmost degree. Finally, this design process can be proposed as il new method in cuntrast with current methods. The aim of this study is to suggest effective evaluation methods of design outcome among many evaluating elements.

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Three Dimensional Target Volume Reconstruction from Multiple Projection Images (다중투사영상을 이용한 표적체적의 3차원 재구성)

  • 정광호;진호상;이형구;최보영;서태석
    • Progress in Medical Physics
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    • v.14 no.3
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    • pp.167-174
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    • 2003
  • In the radiation treatment planning (RTP) process, especially for stereotactic radiosurgery (SRS), knowing the exact volume and shape and the precise position of a lesion is very important. Sometimes X-ray projection images, such as angiograms, become the best choice for lesion identification. However, while the exact target position can be acquired by bi-projection images, 3D target reconstruction from bi-projection images is considered to be impossible. The aim of this study was to reconstruct the 3D target volume from multiple projection images. It was assumed that we knew the exact target position in advance, and all processes were performed in Target Coordinates, where the origin was the center of the target. We used six projections: two projections were used to make a Reconstruction Box and four projections were for image acquisition. The Reconstruction Box was made up of voxels of 3D matrices. Projection images were transformed into 3D in this virtual box using a geometric back-projection method. The resolution and the accuracy of the reconstructed target volume were dependent on the target size. An algorithm was applied to an ellipsoid model and a horseshoe-shaped model. Projection images were created geometrically using C program language, and reconstruction was also performed using C program language and Matlab ver. 6(The Mathwork Inc., USA). For the ellipsoid model, the reconstructed volume was slightly overestimated, but the target shape and position proved to be correct. For the horseshoe-shaped model, reconstructed volume was somewhat different from the original target model, but there was a considerable improvement in determining the target volume.

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A study on TV homeshopping brand dinnerware sales space styling effects with camera angle -Focused on consumer preference- (TV홈쇼핑 카메라 앵글에 따른 브랜드 식기 판매 공간의 연출 효과에 관한 연구 -소비자 선호도를 중심으로-)

  • Rhie, Jin-Min;Jang, Young-Soon;Lee, Mi-Yeon
    • Science of Emotion and Sensibility
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    • v.14 no.3
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    • pp.347-360
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    • 2011
  • To find out characteristics of TV home shopping's virtual space deepness styling, this study had analysis characteristics of space deepness which is showed on flat TV screen with actually aired 6 dinnerware sales case, at $C^*$ home shopping, March.2005~November.2010, and survey consumer's emotional verbal image according to space styling character to get space deepness, which were shown on flat TV screen with camera angle, and research mutual relation with consumer preference. Also consumer's typical emotional verbal images for each space styling images for brand dinner ware sales had been extracted with reliability analysis, factor analysis, and multi dimensional scaling MDS using SPSS. Styling characteristics of space deepness were contrast of size, layering, vertical arrangement, and perspective arrangement, and used camera angles were bird's eye view, hi angle, and eye level. Result from the research is, highly marked consumer preferred styling material had a deep corelation to material's main factor and perceived emotional verbal images. Therefore this research could bring forward to new consumer preferred styling characteristics according to camera angle. Furthermore, it will be possible to make a study of preferred styling material through evaluation of quantitative spectators of in this area.

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A Study on the Correlation of Factors in 3-D Stereoscopic Visual-perception (3차원 입체영상에서 시지각(時知覺) 요인의 상관관계)

  • Cho, Yong-Keun
    • Cartoon and Animation Studies
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    • s.19
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    • pp.161-181
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    • 2010
  • Human beings experience the outside world through senses and have developed various ways of representation to preserve what they've experienced. The rapid progress of digital technology has opened a new era of representation technology, and furthermore, is functioning as a technology which offers new experiences. The sensory experiences through the sense of sight, which humans depend on more than 70% to perceive the outside world, have been becoming the center of representing the reality as the 3-D graphics technology has been growing, and developing by being grafted onto different areas of study. Various technologies to express the sense of reality, such as the technology to reinforce the virtual reality and to represent it in the reality, computer graphic, TUI technology, and five sensory technologies which apply humans' senses, are making advancement based on humans' visual features and sensory elements. In particular, the 3-D technology to display solidness provides not only representation but also new sensory experiences, and is emerging as the key technology to image contents. However, compared to the development of technology of 3-D graphics, there have been few basic studies on the principles of the sense of vision. Therefore, in this study, the principles and elements to sense videos will be examined. The sensory features of 3-D images to represent the sense of reality will be researched into, especially focusing on the experiential and physiological elements to sense 3-D structures, and the physical and psychological elements to sense shapes, which might be hopefully the basic study for producing 3-D contents.

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A Study on the Mechanism of the Immersion of the Spectators of the Fictional Narrative Animation (허구서사 애니메이션의 관객 몰입 메커니즘 연구 - 구성주의 인지서사학적 접근을 중심으로 -)

  • Kim, Ki-Hong
    • Cartoon and Animation Studies
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    • s.17
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    • pp.37-51
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    • 2009
  • Immersion is the key factor in determining success or failure for fictional narrative animations. It does matter to not only for the socio-economic achievements like box-office success but to the asthetical achievement, immersion is very important prerequisite character that are raised in terms of research needs. Fictional narrative animation shares the audience's immersive method with the narrative content and Virtual Reality, since animation has the character which narrates itself with the visual image format (including sound) and added the fact that 3D format which emphasizes realism compared with the recent 2D animation has been ubiquitous phenomenon. In other words, the artistic for called 'animation' is located between the view point that text has the immersive point intrinsic and oppositely, specific function of the certain media which stays extrinsic of the text enforce the participants into the immersion. In any case, the subject who experience immersion is the audience, so the most useful theory to research the phenomenon 'immersion' is Constructivism cognitive narrotologic approach which lies the peader-spectator as the centric notion and is more useful than text analysis or research on the visual effects. In this study, research and review about the studies on the audience's immersive experience would be preceded particularly aroud the constructivism theories, and examine the uniqueness and naures of the animation which makes the audience immersive.

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An Implementation of 3D Graphic Accelerator for Phong Shading (퐁 음영법을 위한 3차원 그래픽 가속기의 구현)

  • Lee, Hyung;Park, Youn-Ok;Park, Jong-Won
    • Journal of Korea Multimedia Society
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    • v.3 no.5
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    • pp.526-534
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    • 2000
  • There have been many researches on the 3D graphic accelerator for high speed by needs of CAD/CAM,3D modeling, virtual reality or medical image. In this paper, an SIMD processor architecture for 3D graphic accelerator is proposed in order to improve the processing time of the 3D graphics, and a parallel Phong shading algorithm is presented to estimate performance of the proposed architecture. The proposed SIMD processor architecture for 3D graphic accelerator consists of PCI local bus interface, 16 Processing Elements (PE's), and Park's multi-access memory system (NAMS) that has 17 memory modules. A serial algorithm for Phong shading is modified for the architecture and the main key is to divide a polygon into $4\times{4}$ squares. And, for processing a square, 4 PE's are regarded as a PE Grou logically. Since MAMS can support block access type with interval 1, it is possible that 4 PE Groups process a square at a time. In consequence, 16 pixels are processed simultaneously. The proposed SIMD processor architecture is simulated by CADENCE Verilog-XL that is a package for the hardware simulation. With the same simulated results as that of the serial algorithm, the speed enhancement by the parallel algorithm to the serial one is 5.68.

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Images of Decomposition of Hydrogen Peroxide Demonstration Represented in New Media Contents: Focusing on Simulacra and Simulation (뉴미디어 콘텐츠에서 재현되는 과산화수소 분해 실험의 이미지 -시뮬라크르와 시뮬라시옹을 중심으로-)

  • Shin, Sein;Ha, Minsu;Lee, Jun-Ki
    • Journal of The Korean Association For Science Education
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    • v.40 no.1
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    • pp.13-28
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    • 2020
  • This study attempted to understand the characteristics of images of scientific experiments represented and consumed on YouTube, a representative of today's new media. In particular, this paper analyzes the case studies of YouTube's hydrogen peroxide decomposition experiment based on Baudrillard's theory of Simulation and Simulacra, which discusses the strong status of images and the ambiguity of the boundary between virtual and reality. A total of 14 YouTube videos related to hydrogen peroxide decomposition experiments were analyzed. In those videos, hydrogen peroxide decomposition experiments were typically conducted with several signs representing scientific experiments, but the most important sign in the videos were bubbles produced through experiments. For more public consumption of the content, the bubbles resulted from hydrogen peroxide decomposition reproduced in YouTube have been transformed into a more spectacular image as 'super-huge' and 'explosive' bubble. Considering the influence of new media that can be accessed by students anytime and anywhere, it is positive that science experiments in new media enhance students' intimacy and access to science. At the same time, however, it is also important to note the danger that the purpose of scientific experiments will be limited to only 'showing specular images', due to the nature of new media, which mainly deals with immediate and superficial images. Furthermore, this study argues that improving students' science media literacy is required to critically examine the science-related images represented in the new media based on understanding the characteristics and limitations of new media that deeply affect daily life.

A Study on Application of Multi-Texture and Multi-Thread for Multi-Dimensions Urban Facility Management System (다차원 도시시설물 관리를 위한 멀티 텍스처 기법과 다중 스레드 기법의 적용에 관한 연구)

  • Choi, Keun-Ho;Kang, Byoung-Jun;Cho, Hong-Beom;Kim, Won-Cheol
    • Spatial Information Research
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    • v.18 no.1
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    • pp.57-67
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    • 2010
  • Recently, 2D GIS technology is applied for urban facility management. However, urban facilities are located in 3D space and the information loss is occurring during data abstraction from 3D urban facility to 2D object. Also, the number of urban facilities is increasing steadily and most of urban facilities are located in underground space in the city. Therefore 2D urban facility management system has a limitation on visualization and management for a large number of urban facilities. In this paper, a multi-dimensions urban facility management system based on multi-texture technology is proposed. The proposed system reduces the information loss and improves the readability of information by visualizing urban facilities on 3D virtual space. A multi-texturing technology is applied for integrating of 2D vector data and 3D raster data, and a multi-thread technology is used for improving speed and performance of the system. The proposed technology can be used as a guideline for urban facility monitoring as providing visual information of a facility status with 3D image and facility data.

The Dynamics of Noise and Vibration Engineering Vibrant as ever, for years to come

  • Leuridan, Jan
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2010.05a
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    • pp.47-47
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    • 2010
  • Over the past 20 years, constant progress in noise and vibration (NVH) engineering has enabled to constantly advance quality and comfort of operation and use of really any products - from automobiles to aircraft, to all kinds of industrial vehicles and machines - to the extend that for many products, supreme NVH performance has becomes part of its brand image in the market. At the same time, the product innovation agenda in the automotive, aircraft and really many other industries, has been extended very much in recent years by meeting ever more strict environmental regulations. Like in the automotive industry, the drive towards meeting emission and CO2 targets leads to very much accelerated adoption of new powertrain concepts (downsizing of ICE, hybrid-electrical...), and to new vehicle architectures and the application of new materials to reduce weight, which bring new challenges for not only maintaining but further improving NVH performance. This drives for innovation in NVH engineering, so as to succeed in meeting a product brand performance for NVH, while as the same time satisfying eco-constraints. Product innovation has also become increasingly dependent on the adoption of electronics and software, which drives for new solutions for NVH engineering that can be applied for NVH performance optimization of mechatronic products. Finally, relentless pressure to shorten time to market while maintaining overall product quality and reliability, mandates that the practice and solutions for NVH engineering can be optimally applied in all phases of product development. The presentation will first review the afore trends for product and process innovation, and discuss the challenges they represent for NVH engineering. Next, the presentation discusses new solutions for NVH engineering of products, so as to meet target brand values, while at the same time meeting ever more strict eco constraints, and this within a context of increasing adoption of electronics and controls to drive product innovation. NVH being very much defined by system level performance, these solutions implement the approach of "Model Based System Engineering" to increase the impact of system level analysis for NVH in all phases of product development: - At the Concept Phase, to be able to do business case analysis of new product concepts; to arrive at an optimized and robust product architecture (e.g. to hybrid powertrain lay-out, to optimize fuel economy); to enable target cascading, to subsystem and component level. - In Development Phase, to increase realism and productivity of simulation, so as to frontload virtual validation of components and subsystems and to further reduce reliance on physical testing. - During the final System Testing Phase, to enable subsystem testing by a combination of physical testing and simulation: using simulation models to simulate the final integration context when testing a subsystem, enabling to frontload subsystem testing before final system integration is possible. - To interconnect Mechanical, Electronical and Controls engineering, in all phases of development, by supporting model driven controls engineering (MIL, SIL, HIL). Finally, the presentation reviews examples of how LMS is implementing such new applications for NVH engineering with lead customers in Europe, Asia and US, with demonstrated benefits both in terms of shortening development cycles, and/or enabling a simulation based approach to reduce reliance on physical testing.

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