• Title/Summary/Keyword: design copying

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A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.300-303
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    • 2011
  • Owing to the improvement in CPU processing speed of Phones (hardware of smartphone), 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly. Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

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Research on New Hip Hop Fashion of Glam Style - Focusing on Black Musician Star and Korean Hip Hop Musicians - (힙합 뮤지션의 패션 스타일 연구 - 흑인 뮤지션 스타와 국내 힙합 뮤지션의 비교 연구 중심으로 -)

  • Lee In-Seong;Lee Soon-Ja;Choi Bo-Young;Lee Min-Jung;Son Yi-Jeong
    • Journal of the Korea Fashion and Costume Design Association
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    • v.8 no.1
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    • pp.127-136
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    • 2006
  • These researches discussed promotions and effectiveness in the area of star marketing production, copying, advertising, and expenditure on clothes. The thesis is refreshing in the way it deals with analysis of strategical changes in the fashion of entertainers asia cultural industry developed. I specially focused on comparing and analyzing the changes in style of Hip Hop fashion from the period of inferior culture to the period in which their fashion is highly respected. Also, I'd like to study the influence of the fashion to Korean Hip Hop artists. The Hip Hop musicians developed their styles from underdog images of Hip Hop to glamourous and luxurious styles along with modeling in various magazines appealing sexually. In Korea, Seven and Hyori Lee are showing new and changed styles that are different from the past to their fans. The Hip Hop style now is showing with unimaginably luxurious styles as opposed to its original image. With their pursuance of ostentatious and luxurious styles Hip Hop was reborn as new Glam style. Old Hip Hop styles such as ripped jeans, safety pins, graffiti, and loose and exaggerated silhouette give inspirations to many worldly known designers and their collection. Hip Hop that used to be a branch of a low culture was able to grow to the culture of luxuries via the development the media and improvement of lives and the level of consciousness of the middleclass. Music stars with luxurious Hip Hop fashion influenced coming of a new musical genre and Korean musicians largely. I hope this research can help developing the unique low-culture and creating new trend in the field of entertainers' fashion.

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Design and embodiment of XrML Document editing system for digital contents copyright administration (디지털 컨텐츠 저작권 관리를 위한 XrML 문서편집 시스템의 설계 및 구현)

  • 임지훈;강치원;정회경;최범석;홍진우
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.11a
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    • pp.368-372
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    • 2002
  • Channel of distribution of contents of digitalised multimedia contents is changing in form passed directly to consumer from manufacturer through digital network of high speed. Together, diffusion of various digital equipment that do is changing Past multimedia consumption structure with the wonderful speed so that can consume easily digital contents. Specially, Multimedia Personal Computer and fast diffusion of a digital television are acting role such as catalyst that promote easy purchase and consumption of multimedia contents of good qualify. However, this system is no method that can sell digital contents and express right that original owner for the contents can insist nothing but consume. Because consumer can distribute to another person copying contents that buy because of and user can distribute producing ashes again according to necessary field by oneself as well as, can lose meaning for original contents. In this paper, Text editing system for XrML (extensible Rights Markup Language) that describe about integrity of message and entity authentication in addition to necessary rights, fees, condition etc. and this to do fetters XML (eXtensible Markup Language) for copyright protection for digital contents in treatise that see hereupon and use digital contents design and embody.

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A Study on Actual Conditions and Sizing Systems of Domestic Glove Production Companies (국내 장갑 제조업체의 실태조사 및 치수체계에 관한 연구)

  • Choi Hei-Sun;Kim Eun-Kyong
    • Journal of the Korean Society of Costume
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    • v.55 no.2 s.92
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    • pp.116-128
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    • 2005
  • The aim of this study is to understand problems with both fit and sizing system of gloves by analyzing the glove production industries with an emphasis on the sizing system, production measurement system, and general marking situation. Also, to suggest the basic raw materials for improving sizing system for gloves, actual glove control sizes were compared to the anthropometric data of the previous study Fifteen domestic production companies were participated in this study-Domestic glove production companies established their own sizing system by copying inter-national brand's glove sizing system or by their experience. The Korean Standard of gloves and the 1997 Korean Standard Anthropometrics Measurement for producing glove patterns are not considered because of its discordance with the reality of the required measurements. Domestic glove production companies used different size designation and labeling system. Size measurement unit also showed difference among the glove production companies. Some companies used 'cm', some used 'mm', some used 'inch' for the measurement unit. In general, companies produced 5 to 4 sizes in one design of glove and the production was the highest in M and L size. In 9 out of 15 companies preferred control size as hand length and hand circumference. For reference size, most of the companies preferred finger circumference, finger length, palm length, hand breadth, crotch height, and hand thickness. Actual glove sizes were compared to the anthropometric data of the previous study. The results indicated that most of the measurements of actual glove sizes were significantly larger than the anthropometric data.

The Historical Lesson of the Team 10's Break Away from the CIAM (Team 10의 CIAM 탈퇴가 오늘 우리에게 주는 역사적(歷史的) 교훈(敎訓))

  • Lee, Hee-Bong
    • Journal of architectural history
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    • v.7 no.3 s.16
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    • pp.137-149
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    • 1998
  • The purpose of this study is to learn from a lesson of the historical fact, the Team 10's break away from the CIAM, which is selected as the most important event in the whole 20th century architecture by author as a historian. The CIAM, organized in 1928 by leading European architects in order to propose new architecture in the industrial era, expanded to the world, met almost annually with an idea of economic efficiency, new functional order, and industrial production for thirty years. Young architects had conflicted with old established group from 6th congress, and after 10th congress they met independently in 1959; the CIAM was disappeared and the Team 10 was born. Main issue of the break-away was human aspect. The Team 10 started from real man, concept of 'human contact', 'sense of community', and 'belonging' instead of abstract functional order. Although CIAM did not suggest inhumane architecture, their biological criteria with sunlight, air, sufficient site became physical determinism. Critique against the Team 10, unsuccess for making humane architecture leads to underestimation like a generational hegemony struggle. However, architect is not specialist of life but form. Historical reevaluation for Team 10 should be that they are the first group to raise an human issue in architecture. Success or not to solve the problem belongs to another domain. After 1960, modern architecture was attacked from the common people, not clients but 'users'. Academic circle tried to solve the problem with behavioral approach through a clear process, 'design method' and with phenomenological approach on real human experience. However practice became reactionary tendency, to make form a little complex, they became post-modern and deconstruction form. Failure of the Team 10's form proved that a complex form does not necessarily make a good life of people. In the Korean historic situation of colony ruling, confusion of liberation, and the War, we did not know the existence of both CIAM and Team 10. After 1970s' economic development, we have just copied Western form from Modern via Post-Modern to Deconstruction. If we make architecture people mattered, we should start from the basic, learning from the Team's break-away, instead of copying.

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The Men's Costumes of Heian Period of Japan through 《Won-si-mul-eo-heo-gwon》 (《원씨물어회권》을 통해 본 일본 헤이안시대 남자복식 연구)

  • Lee, Ja-Yeon
    • Fashion & Textile Research Journal
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    • v.9 no.5
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    • pp.486-492
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    • 2007
  • The purpose of this study is to investigate the characteristics of the men's costumes of the ruling class of the Heian period by studying the costumes demonstrated in the ${\ll}$Won-si-mul-eo-heo-gwon${\gg}$, a picture album of the Heian period. The findings of this study are as follows. The costumes shown in the ${\ll}$Won-si-mul-eo-heo-gwon${\gg}$, can be classified into two types. One of the types is the costumes that were newly made in the Heian period such as Jik-eui, Su-eui, Ha-seub, Sok-dae-jang-sok. The other type, period including Omoja, Ji-gwan, Pyo-go is the costumes that were made by modifying the costumes of the previous. The costumes of the Heian period were evolved into a new type of outfit by changing the way of wearing them, their form, and their color. The costumes became various in types, became bigger in form, and used various colors. As a result, the costumes of the Heian period were developed into more colorful and fancier compared to those of the previous period. The costumes of the Heian period can be interpreted as japanized-embracing and japanizing the culture of the continent-costumes of the previous period rather than as simply copying the costumes of the continent. The driving force of this phenomenon can be analyzed as the effect of japanization that was widespread in the culture in general of the Heian period. This japanization made it possible to create peculiar and genuine costumes of the Heian period.

Study on Designing Wedding Dress Considering Wedding Culture in Korea - Focus on Body Shapes and Image of the Korean Women - (한국 웨딩문화에 적합한 웨딩드레스 디자인 개발 연구 - 한국 여성들의 체형과 이미지를 중심으로 -)

  • O, Ji-Hye;Lee, In-Seong
    • The Research Journal of the Costume Culture
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    • v.20 no.3
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    • pp.363-377
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    • 2012
  • Most of the wedding shops in the domestic market are more focusing on simply copying the designs of foreign wedding dress designers than making their own designs. Beyond the purpose of how to improve the wedding dress designs which is what other previous studies were aiming, this study goes deeper than that, concentrating on separate designing of dress for a wedding celebration and a rehearsal with photo shoots. Add to this, the study also differentiates itself from others in the past, investigating how to make a gown that hides a bride's physical shortcomings. For this study, the researcher studied the literature in terms of theoretical review, and conducted the empirical research through the photo analysis of 2,725 wedding dresses which brides really wore according to domestic brides' body shapes, their images, and situations. The researcher designed 8 wedding dresses for wedding ceremony and rehearsal shooting for brides with thick arms or wide shoulder under the concept of 'Romantic Story in Your Heart'. The wedding dress's image types for photo analysis were limited to the romantic type, the elegance type, the modern type, and the classic type. The researcher applied the empire-silhouette, the one-shoulder neckline, the raglan sleeves, the cap sleeves, and the shoulder accessories to the wedding dress designs judged as effectively making up defects in body shape and making nice images as well as other design factors seen from the analysis result.

The Design and Implementation of the Multimedia End-to-End Server I/O System based on Linux (멀티미디어 End-to-End 서버용 리눅스 기반 I/O 시스템 설계 및 구현)

  • Nam, Sang-Jun;Lee, Byeong-Rae;Park, Nam-Seop;Lee, Yun-Jeong;Kim, Tae-Yun
    • The KIPS Transactions:PartA
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    • v.8A no.4
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    • pp.311-318
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    • 2001
  • In recent years, users\` demands for multimedia service are increasing because of a diffusion of internet. Server systems, however, offer inefficient multimedia data service to users. Multimedia applications often transfer the same data between shared devices at very high rates, and therefore require an efficient I/O subsystem. Data copying and context switching have long been identified as sources of I/O inefficiency. Therefore we propose the new Multimedia Stream System Call (MSSC) mechanism, which is inserted into a Linux kernel: The MSSC mechanism operates in kernel domain with RTP (Real-time Transport Protocol). We present measurements indicating that use of our techniques resulted in a 12.5%∼14% gain in throughput as compared with a conventional Linux system.

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Design and Implementation of Method Generation based Watermarking Technique for Android Copyright Protection (안드로이드 저작권 보호를 위한 메소드 생성 기반 워터마킹 기법의 설계 및 구현)

  • Park, Heewan
    • Journal of the Korea Convergence Society
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    • v.10 no.1
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    • pp.61-69
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    • 2019
  • As smartphones become widespread, numerous applications are developed and social issues related to software copyright are emerging. Software watermarking is digital watermarking technology applied to software and is a technology that can be used to recognize copyright owners. Generally, Java language is used to develop applications on the Android environment. The Java is an object-oriented language that supports method overloading and overriding. In this paper, we propose and implement a method generation based watermarking technique. As a result of evaluating the overhead due to the watermark, it was confirmed that the increase of the executable file size and the decrease of the execution speed are not large. Using the watermarking technique proposed in this paper, it is expected that copyright information can be verified when illegal copying is suspected or actual program is stolen, and piracy attempts will be prevented in advance.

Design and implementation of improved authentication mechanism base on mobile DRM using blockchain (블록체인을 이용한 모바일 DRM 기반 개선된 인증 메커니즘 설계 및 구현)

  • Jeon, Jinl-Oh;Seo, Byeong-Min
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.133-139
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    • 2021
  • Due to the rapid progress in network technology, many research on content security technologies is also being conducted in the mobile digital content sector. In the meantime, content protection has been immersed in preventing illegal copying, certifying, and issuance/management certificates, but still have many vulnerabilities in managing or authenticating confidential information. This study aims to strengthen confidential information about content based on dual management of content download rights through mobile phone numbers or device numbers. It also protect replay-attack by building a secure mobile DRM system where digital content is safely distributed based on a three-stage user authentication process. In addition, blockchain-based content security enhancements were studied during the primary/secondary process for user authentication for the prevention of piracy and copyright protection. In addition, the client authentication process was further improved through three final stages of authorization in the use of illegal content, considering that legitimate users redistributed their content to third-party.