• Title/Summary/Keyword: digital light industry

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Light 3D Modeling with mobile equipment (모바일 카메라를 이용한 경량 3D 모델링)

  • Ju, Seunghwan;Seo, Heesuk;Han, Sunghyu
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.4
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    • pp.107-114
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    • 2016
  • Recently, 3D related technology has become a hot topic for IT. 3D technologies such as 3DTV, Kinect and 3D printers are becoming more and more popular. According to the flow of the times, the goal of this study is that the general public is exposed to 3D technology easily. we have developed a web-based application program that enables 3D modeling of facial front and side photographs using a mobile phone. In order to realize 3D modeling, two photographs (front and side) are photographed with a mobile camera, and ASM (Active Shape Model) and skin binarization technique are used to extract facial height such as nose from facial and side photographs. Three-dimensional coordinates are generated using the face extracted from the front photograph and the face height obtained from the side photograph. Using the 3-D coordinates generated for the standard face model modeled with the standard face as a control point, the face becomes the face of the subject when the RBF (Radial Basis Function) interpolation method is used. Also, in order to cover the face with the modified face model, the control point found in the front photograph is mapped to the texture map coordinate to generate the texture image. Finally, the deformed face model is covered with a texture image, and the 3D modeled image is displayed to the user.

Posture control of buoyancy sculptures using drone technology (드론 기술을 이용한 부력 조형물의 자세 제어)

  • Kang, Jingu
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.4
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    • pp.1-7
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    • 2018
  • The floating sculptures in the form of ad-ballon commonly used ropes in order to hold on. Relatively air flow is much less indoor than outdoor. Users of buoyancy sculptures hope to be able to maintain their desired posture without being fixed. This study applied drone technology to buoyancy sculptures. The drones can be moved vertically and horizontally, and the posture can be maintained, so buoyancy sculptures are easy to apply. Therefore, we have studied the control system of buoyancy sculpture using drone technology. Also, a control system that can maintain the desired posture at a constant height was studied. The overall shape was a light fiber material and helium gas for zero buoyancy to support the sculpture. The system configuration was STM32F103CB from ARM. In addition, the gyro and acceleration, geomagnetic sensors and motors are composed of small and medium size BLDC motors. The scheduling of the control system in the configuration of the control device was carefully considered. Because the role of the whole component becomes very important. The communication between the components is divided into the sensor fusion and the interface communication with the whole controller. Each communication technology is designed to expand. This study was implemented to actively respond from the viewpoint of posture control using the drone technology.

Comparison of the Characteristics of Green Screen and LED Wall in Virtual Production System

  • Shan, Xinyi;Chung, Jeanhun
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.64-70
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    • 2022
  • In recent years, with the continuous innovation and upgrading of engine software, the real-time rendering technology in film and television has been continuously improved, and the virtual production technology has also developed rapidly. This paper introduces the green screen often used in traditional film production and a virtual production technology based on light-emitting-diode background wall that was proposed and implemented last year. We analyzed the two production methods of virtual production and compared their characteristics. Based on these results, we can better understand the differences and respective advantages of the two production methods. And we also can according to the production budget, production cycle and the creative and technical capabilities of the team make better choices during the production process. We believe virtual production technology will be production in the future to provide a more solid technical guarantee for the development of the film industry, and this work will pave the way for further research on virtual production technology.

A Study on Optimum Lighting Conditions for Effective Coordnate Measuring Machine (효율적인 CMM을 위한 조명 조건 개선에 관한 연구)

  • Bae, Jun-Young;Ban, Kap-Soo
    • Journal of the Korean Society of Industry Convergence
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    • v.17 no.3
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    • pp.184-193
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    • 2014
  • Machine vision systems is applied for various industries such as optimize your spending, automate your production and maximize your efficiency. This research is effective for most optimal light condition of machine vision that technology was applied bald outside human visual acuity. Image processing converts a target image captured by a CCD camera into a digital signal and then performs various arithmetic operations on the signal to extract the characteristics of the target, such as points, lines, circles, area and length. The mathematical concepts of convolution and the kernel matrix are used to apply filters to signals, to perform functions such as extracting edges and reducing unwanted noise. This research analyze and compares matching ratio with reference image and search for optimal lighting condition in accuracy that user wants coming input image according to brightness change of lighting.

The Optimum Design of the Light-weight Composite Pallet Plank for Assembly Line of LCD/PDP by using Honeycomb Sandwich Panel (하니컴 샌드위치 Panel을 이용한 LCD/PDP생산공정용 고기능성 복합 신소재 파렛트의 최적설계)

  • Kim, Y.H.;Choi, B.G.;Son, J.H.;Cho, Y.D.;Eum, S.H.;Woo, B.H.
    • Proceedings of the Korean Society of Marine Engineers Conference
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    • 2005.06a
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    • pp.388-394
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    • 2005
  • A typical honeycomb sandwich panel consists of two thin, high-strength facings bonded to a thick, light-weight core. Each component by itself is relatively weak and flexible, but when it combind in a sandwich panel they produce a structure that is stiff, strong, and lightweight. In addition to use in honeycomb sandwich panels, honeycomb is used for energy absorption, radio frequency shielding, light diffusion, and to direct air flow.Accordingly, the usage of honeycomb sandwich structure is very widely applied to the aircraft, the automobile, and marine industry, etc., because of these advantages. Generally, this honeycomb sandwich structure is manufactured by autoclave process.In this study, the honeycomb sandwich structure was produced by prepreg. To prove the suitability the honeycomb sandwich structure with prepreg, The optimum design of the skin materials and honeycomb sandwich structure were evaluated with the theory of stress analysis.

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A Study on Continuous Intention of Use of Heavy VR Game Users -Focusing on comparison with light users- (VR 게임 중이용자의 지속적 이용 의도에 관한 연구 -경이용자와 비교 중심으로-)

  • Na, Jiyoung
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.431-438
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    • 2022
  • With the technical development of fourth industrial revolution, VR game market is rapidly expanding. Meanwhile, heavy user group means the group consisting of people consuming certain media or contents more than others, which is the core constituency of the media industry, and there have been only a few studies on them. This study identified the factors that influenced the continuous intention of use of VR game heavy users and figured out their characteristics by verifying the difference in variables with the light user group. According to the results, the heavy user group showed higher behaviors than the light user group in terms of personal innovation, presence, and continuous intention of use variables. In addition to this, it was found that personal innovation, perceived quality, and presence had a significant influence on the continuous intention of use. This study is intended to empirically analyze the characteristics of heavy VR game users and influential factors, thereby preparing baseline data for VR game development and other relevant studies.

The development model of PT Visionet Internasional (OVO) in Indonesia

  • Yuhang Xia;Yuming Liu;Myeongcheol Choi;Chuijie Meng;Haanearl Kim
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.125-131
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    • 2023
  • OVO is a digital platform that provides simple payments and smart financial services, as well as one of the largest digital payment platforms in Indonesia. It has wide coverage and security when making payments, and supports multiple settlement currencies. The purpose of this study is to explore the history, business model, and future strategic direction of OVO, an Indonesian e-wallet. To date, OVO has built its own mobile payment ecosystem covering a wide range of consumer scenarios including e-commerce, travel, offline shopping and finance. And it supports mobile banking, online banking, debit cards or selected partner merchants. Its three largest transaction categories are in the transportation, retail and e-commerce sectors. With over 110 million consumers and 1.3 million merchant users, it is one of the dominant e-wallets in Indonesian market and has become the country's e-payment market leader. OVO eWallet's 'One Card' model offers convenience and choice for users, thus contributing to the rapid growth of OVO eWallet. And OVO eWallet competes fiercely with other competitors, but OVO eWallet continues to grow in terms of the number of users and market share. Finally, this study analyzes the strategic goals and plans of OVO eWallet, predicts its future direction. OVO eWallet has a huge success, but there are still competition and challenges to face.

Empirical Analysis of the Influence of Tourism Industry Knowledge Management Activities on Knowledge Management Efficiency (관광산업에서의 지식경영활동과 지식경영효율성 향상에 관한 실증연구)

  • Kwon, Soon-Jae;Lee, Kun-Chang
    • Knowledge Management Research
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    • v.10 no.3
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    • pp.1-16
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    • 2009
  • Recent trends in business are characterized by recognition of the importance of knowledge assets. Especially, this phenomenon is receiving more momentum as our society goes digital rapidly. The concept of Knowledge Management has long been used as an effective way of restructuring the management process of a firm. In literature regarding knowledge management, a number of successful cases were reported, where knowledge-based management activities could dramatically enhance a firm's strategic performance for years. However, there exists very little research investigating the effect of knowledge management on corporate competitiveness. Researchers as well as practitioners need more rigorous results about such issues, especially how much the knowledge management strategic initiatives may have an influence on the firm's competitiveness. In this sense, we need an empirical study adopting statistical approaches due to the existence of abundant knowledge management case studies. To fill this research void, this study proposes a research model testing whether knowledge management activities could improve corporate competitiveness. We collected 321 valid questionnaires from participants in knowledge management activities in the tourism industry and applied a structural equation model. Empirical results showed that knowledge management activities have a positive impact on knowledge management efficiency and finally corporate competitiveness. We hope that this study will shed light on further rigorous studies considering tourism industry as a major strategic activity.

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The Antecedents of Need for Self-Presentation and the Effect on Digital Item Purchase Intention in an Online Community (온라인 커뮤니티에서 자기표현욕구의 영향요인과 디지털 아이템 구매의도에 미치는 효과)

  • Koh, Joon;Shin, Seon-Jin;Kim, Hee-Woong
    • Asia pacific journal of information systems
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    • v.18 no.1
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    • pp.117-144
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    • 2008
  • Lots of virtual communities and online businesses presently derive their primary sources of revenues through advertising, but nevertheless are plagued with marginal profitability though they might possess a significant user base. In the light of the need for an efficacious business model, there have been recent insights of an online community in particular reaping profits through an innovative and lucrative revenue generation method that earns by selling digital items. There have been some obvious evidences (e.g., Cyworld, SecondLife, Habo Hotel, etc.) that online communities can be profitable through their unique business model of selling digital items. However, there is lack of understanding about the motivation of purchasing digital items. This study tries to identify the main motivators of digital item purchases based on social/individual identity theory and self-presentation theory. "Digital items", otherwise known as "virtual assets", may include online avatars, accessories for the avatars, decorative ornaments like furniture, digital wallpapers, skins, background music and virtual weapons used for Internet games. These digital items are employed by users for representation and articulation in the online space, especially to create and enhance their online profiles in web pages and games. Prices for digital items typically range from a few cents to a few dollars each. Based on the theoretical framework like social identity theory and self-presentation theory, we developed the research model and proposed seven hypotheses. An analysis of 225 members of Cyworld found that digital item purchase intention in virtual world is affected by both members' need for self-presentation and need for affiliation. We also found that the need for self-presentation is significantly increased by innovativeness of members, community group norm, and community involvement. We concluded that the need for self-presentation could be a key variable for profitable business model in online community service industry. However, neither individual self-efficacy nor the need for affiliation significantly influenced the need for self-presentation which triggers purchase intention of digital items. In term of the theoretical and practical contribution, this study can be a pioneering empirical research that investigates the purchase intention of digital items based on social identity theory and self-presentation theory in the online context. Also, the findings of our study are valuable and practical for practitioners in the market who wish to adopt or improve the business model of selling digital items in an online community. From the findings, it can be seen that innovativeness of users, community group norm, and community involvement are three significant factors that influence need for self-presentation of users which ultimately leads to their intentions to buy digital items. These findings put forth that virtual community providers and online businesses selling digital items should prioritize their efforts and focus on these three factors if they want to increase the sales of these digital items and generate greater revenues. This study provides important implications for academic researchers and practitioners to understand why the community members pay money for their digital items in virtual world and how the practitioners can increase the sales of digital items in an online community. A couple of limitations of the study and future research directions are also discussed.

3D Analysis of Scene and Light Environment Reconstruction for Image Synthesis (영상합성을 위한 3D 공간 해석 및 조명환경의 재구성)

  • Hwang, Yong-Ho;Hong, Hyun-Ki
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.45-50
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    • 2006
  • In order to generate a photo-realistic synthesized image, we should reconstruct light environment by 3D analysis of scene. This paper presents a novel method for identifying the positions and characteristics of the lights-the global and local lights-in the real image, which are used to illuminate the synthetic objects. First, we generate High Dynamic Range(HDR) radiance map from omni-directional images taken by a digital camera with a fisheye lens. Then, the positions of the camera and light sources in the scene are identified automatically from the correspondences between images without a priori camera calibration. Types of the light sources are classified according to whether they illuminate the whole scene, and then we reconstruct 3D illumination environment. Experimental results showed that the proposed method with distributed ray tracing makes it possible to achieve photo-realistic image synthesis. It is expected that animators and lighting experts for the film and animation industry would benefit highly from it.

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