• Title/Summary/Keyword: Visual Models

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Development of Visual Modeler by using CBD

  • Yoon, Chang-Rak;Seo, Ji-Hun;Kim, Kyung-Ok
    • Proceedings of the KSRS Conference
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    • 2002.10a
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    • pp.53-53
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    • 2002
  • According to glowing computing capacity, software in remote sensing has supported diverse processing interfaces from batch interface to high-end user interactive interface. In this paper, component based visual modeler is developed to process batch jobs for high-end users as well as novices. Visual modeler arranges several node groups which are categorized according to their purposes. These nodes carry out elemental unit processes and can be grouped to model. The model represents user specified job which is composed diverse nodes. User can organize models by connecting diverse nodes according to data flow model specification which rules node's connectivity and direction, etc. Furthermore, user defined models can be together to organize much more complex and large model.

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A Study of the Relationship between 3D Model and 3D Garment Simulation

  • Kim, Yeo-Sook;Park, Hye-Won
    • Journal of the Korean Society of Clothing and Textiles
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    • v.36 no.6
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    • pp.631-640
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    • 2012
  • This research project investigates the differences of various body locations (between 3D body models) and drapes garments digitally onto 3D body models. Three different subject models will be given explication. It consisted of (1) data collection of three-dimensional scans (2) creation of 3D body representations (3) comparison of avatar shapes and measurements (4) visualization and assessment of 3D body models and their 3D virtual garments. The study tests a theory of impact by differences in avatars by pattern design. A visual inspection of avatars showed clear differences between the six avatar types (in the generating process); however, there was notably less difference between 3D garment simulations based upon the six avatars produced. This demonstrated that there was less influence on the 3D garments than was predicted after a visual inspection of the avatars.

Assessing Landscape Impacts of Apartment Complex on Suburban Hilly Openspace; Multilateral Approach by Analysis of Physical Landscape Variables and Eye Fixation Movements (도시주변 능선녹지를 배경으로 하는 아파트 경관의 시각적 영향 - 물리적 경관변수 및 와시점분석에 의한 다각적 접근-)

  • Choi, Yun;Cho, Tong-Buhm
    • Journal of the Korean Institute of Landscape Architecture
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    • v.22 no.2
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    • pp.81-103
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    • 1994
  • In recent years, the visual characteristics of natural open space and greenbelt surrounding the urban landscapes have been changed with sprawling of residential areas and highrised residential buildings. Since these natural areas being the background element of residential areas are topographically sloped mountains in many cities. It is easy to be seen in the distance and it is important to preserve these areas as a visual infrastructure of the urban landscape. The purposes of this study are to extract the factors of landscape impact evaluation for these areas and to clarify the physical landscape variables representing these factors, and to infer the visual-perceptional relationships between image and landscape variables. As results, conceptional three factors were extracted with semantic differential evaluation to classified 18 landscape slide, and three regression models were established with factor score of landscapes and physical variables measured in photographs. On the basis of these relationships, visual-perceptional characteristics were discussed by analyzing the data form eye-movement recording to each of landscapes. The factors of "spatial unfolding of backdropped hilly greenspace", "horizontal quence of residential buildings", and "landscape complexity" prove to be important. And it prove important variables of "skyline of mountainous ridge" and "visual edge of building structure" in regression models and eye fixation movements.

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Generation of lsoresponse Time Regions in Visual Tasks (시각작업시 등반응시간영역의 생성)

  • Jung, Eui-S.;Chung, Min-K.;Kee, Do-Hyung
    • Journal of Korean Institute of Industrial Engineers
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    • v.19 no.2
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    • pp.53-64
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    • 1993
  • Successful completion of a visual task in a predetermined time is very crucial to many operations such as piloting an aircraft. Although existing ergonomic interface models often provide a function of vision tests, it determines only the visibility at any given location. To complement this problem in existing models, the isoresponse time region considering the factors related to visual tasks is presented. Using a multiple regression model, equal response time regions were obtained within which mean response time is expected to be the same and is asymmetrical in shape. Among the factors considered, expectancy significantly decreased response time, and when cued, the effects of field heterogeneity, target uncertainty, density, size contrast and peripheral position on search time were less significant than those in unexpected cases. Response time and error rate, gender and visual acuity were not significantly correlated, and response time and age was positively correlated. These results are expected to be directly applicable to designing various visual tasks in real-life situations.

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Study on Social Media Business Model Design through Visual Thinking (시각적 사고를 통한 소셜미디어 비즈니스모델 설계에 대한 연구)

  • Park, Sang Hyeok;Sung, Haeng Nam;Cho, Hyun Dal
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.4
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    • pp.289-297
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    • 2012
  • It is a recent trend to utilize a variety of visual tools(process map, mindmap, ERD) to create, when we create the design of information system or business models. Theses visual tool is standardized tools as process map or BPMN, on the other hand, there is also a non-standardized tools as mindmap. The utilization of the non-standardized tools as mindmap in startups is a increasing trend, because of the order the release of creative thinking to design new business model. Mindmaps can be divided into pen-based mindmap(of hand-written) and computer-based mindmap. This study was conducted under the premise of a different thinking pattern, when you take advantage of pen-based mindmap and computer-based mindmap. In other words, the pen-based mindmap is a tool for deductive reasoning and the computer-based mindmap is a tool would be more appropriate for inductive thinking. The purpose of this study is to investigate these relationships through experiments. In this study propose guidelines how visual tools, when designing a social media business models.

A Comparative Analysis of Introducing Addition and Subtraction in the Korean, Singaporean, American, and Japanese Elementary Textbooks (한국, 싱가포르, 미국, 일본의 초등학교 교과서에 제시된 덧셈과 뺄셈 도입에 대한 비교분석)

  • Pang, JeongSuk;Kim, Leena;Kim, SoHyeon
    • Communications of Mathematical Education
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    • v.36 no.2
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    • pp.229-252
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    • 2022
  • This study analyzed the introduction of addition and subtraction, including the composition and decomposition of numbers in the Korean, Singaporean, American, and Japanese elementary mathematics textbooks. The analytic foci of this study included visual models and their connections with the given problem contexts, the introduction of addition/subtraction or addition/subtraction sentences and their connections with the visual models, and additional activities for students to develop a relational understanding of the equal sign. The results of the analysis demonstrated diverse connections, mainly because the problem contexts, visual models, and the introduction of addition/subtraction or addition/subtraction sentences were implemented differently for each textbook. There were differences among the textbooks in what order of problem contexts were presented. Regarding the use of visual models, two textbooks tended to use one model consistently, whereas the other textbooks used various models depending on the problem contexts. There were subtle but significant differences in introducing addition/subtraction or addition/subtraction sentences. For a relational understanding of the equal sign, all textbooks included activities emphasizing that both sides of the equal sign are equal. Based on the results of this study, this paper closes with several implications related to the problem contexts to introduce addition/subtraction and addition/subtraction sentences as well as the use of visual models, which can serve as a basis for a new unit for the subsequent textbook.

An Evaluation of the Streetscape According to the Change of Moving Speed -Through the Experiment of the Virtual Reality- (이동속도의 변화에 따른 가로경관의 평가 -Virtual Reality를 이용한 실험-)

  • 정재희
    • Journal of the Korean Institute of Landscape Architecture
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    • v.28 no.5
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    • pp.15-25
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    • 2000
  • The purpose of this paper is to examine the visual evaluation structure about the formal changes of streetscape by the different moving speed in two alternative control plans for the building height and the setback regulation. The virtual reality system is applied to the experimental tool. Eighty-two experimental models are made in consideration of the height and the setback of the building regulation cased by Midou-suji street in Osaka City, Japan. and ten typical models are selected by pre-experiment. Since the changes of the landscape structure consists of the height and the setback of the building, four the evaluation items are set: grade of continuity, order, openness, preference. As there are eighty-two landscape models which are too many to be applied in this experiment, ten role models are drawn out and used in this experiment. The mean difference test, discriminant analysis, and multiple linear regression methods had been used for the statistical analysis methods. The results of this study are as follows; 1) It is found out the fact of the difference evaluation structure amount experiments models. 2) From the sketch analysis and interview, it is found out difference cognition structure by the moving speed and alternatives. 3) From the discriminant and regression analysis, it is found out that the evaluation value about continuity becomes low by the moving speed change from walking speed to driving speed. We suggest that continuous experiment should be made with a variety of groups and models, and general and universal results should also be come out of the experiments above.

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Developing a Visual Programming Language-based Three-dimensional Virtual Reality Authoring Tool to Compose Virtual Interior Space (실내공간구성을 위한 시각 프로그래밍 언어 기반 3차원 가상현실 저작도구 개발에 관한 연구)

  • Park Hyeon-Soo;Park Sungjun;Kim Jee-in;Park Jae Wan
    • Korean Institute of Interior Design Journal
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    • v.14 no.5 s.52
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    • pp.254-261
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    • 2005
  • This paper presents an attempt to develop a visual programming language-based 3D virtual reality authoring tool intended to compose virtual interior space. The rapid development of digital technology and the wide spread of the Intenet have expanded the different uses of virtual reality in a number of applications ranging from interior design to building maintenance. In particular, the construction of cyber spaces based on existing interior spaces is becoming increasingly important. Current research, however, remains at the level of converting 3D models into virtual reality models, despite practitioners' needs for structural space models. Moreover, commercial tools to build virtual reality space have the disadvantage of targeting people who have professional knowledge of computer programs and computer graphics. Accordingly, the 3D virtual reality authoring tool developed in this research - called the VESL system - enables virtual and structural space to be easily composed using intuitive and interactive visual interfaces, which are based on visual programming techniques. The VESL system also provides an XML based semantic description of interior space, to be used to describe interior space information. We anticipate that the virtual reality spaces composed by this system will be of considerable use in the fields of architecture and interior design. Further research issues identified at the end of the research include developing a converter/filter for transforming Internet virtual reality standard language, or VRML, and evaluating the application of the system for practical use.

Estimating Length at Sexual Maturity of the Small Yellow Croaker Larimichthys polyactis in the Yellow Sea of Korea Using Visual and GSI Methods (한국 서해 참조기(Larimichthys polyactis)의 육안판별법과 GSI판별법에 의한 성숙체장 추정)

  • Kang, Heejoong;Ma, Ji Young;Kim, Hyeon Ji;Kim, Han Ju
    • Korean Journal of Fisheries and Aquatic Sciences
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    • v.53 no.1
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    • pp.50-56
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    • 2020
  • Determination of the precise size at sexual maturity is very important for science-based stock assessment and fisheries resource management. In this study, two different models, (1) a visual method and (2) a gonadosomatic index (GSI) method, were employed to estimate length at sexual maturity of the small yellow croaker Larimichthys polyactis in the Yellow Sea of Korea. The visual method is a common qualitative method using visual gonadal identification. Conversely, the GSI method is a quantitative method using the GSI, which can be easily and precisely collected. We compared results from these methods to determine the best approach, and to examine the practicality of the GSI method. Logistic regression of the maturity ogive was conducted using a general linear model (GLM) with the R statistics program. Also, the bootstrapped 95% confidence intervals of all estimates were calculated. The best-fit model was the visual method (RMc2=0.805, AUC=0.989, L50=15.1). Among models using the GSI method, the model computing GSIref=0.94 was the best-fit model (RMc2=0.792, AUC=0.989, L50=15.2). There was no significant difference between the two models, evidencing the effectiveness and accuracy of the GSI method.

Construction of Virtual Environment for a Vehicle Simulator (자동차 시뮬레이터의 가상환경 구성에 대한 연구)

  • Chang, Chea-Won;Son, Kwon;Choi, Kyung-Hyun
    • Transactions of the Korean Society of Automotive Engineers
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    • v.8 no.4
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    • pp.158-168
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    • 2000
  • Vehicle driving simulators can provide engineers with benefits on the development and modification of vehicle models. One of the most important factors to realistic simulations is the fidelity given by a motion system and a real-time visual image generation system. Virtual reality technology has been widely used to achieve high fidelity. In this paper the virtual environment including a visual system like a head-mounted display is developed for a vehicle driving simulator system by employing the virtual reality technique. virtual vehicle and environment models are constructed using the object-oriented analysis and design approach. Accordint to the object model a three dimensional graphic model is developed with CAD tools such as Rhino and Pro/E. For the real-time image generation the optimized IRIS Performer 3D graphics library is embedded with the multi-thread methodology. Compared with the single loop apprach the proposed methodology yields an acceptable image generation speed 20 frames/sec for the simulator.

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