• 제목/요약/키워드: digital light industry

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

  • 주승환;서희석;한성휴
    • 디지털산업정보학회논문지
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    • 제12권4호
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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.

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

  • 강진구
    • 디지털산업정보학회논문지
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    • 제14권4호
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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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    • 제11권2호
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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.

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

  • 배준영;반갑수
    • 한국산업융합학회 논문집
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    • 제17권3호
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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.

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

  • 김윤해;최병근;손진호;조영대;엄수현;우병훈
    • 한국마린엔지니어링학회:학술대회논문집
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    • 한국마린엔지니어링학회 2005년도 전기학술대회논문집
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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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VR 게임 중이용자의 지속적 이용 의도에 관한 연구 -경이용자와 비교 중심으로- (A Study on Continuous Intention of Use of Heavy VR Game Users -Focusing on comparison with light users-)

  • 나지영
    • 디지털융복합연구
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    • 제20권3호
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    • pp.431-438
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    • 2022
  • Virtual Reality(이하 VR) 산업은 4차 산업혁명 관련 기술의 발달과 함께 빠르게 확대되고 있으며, 게임 산업에서 가장 많이 활용되고 있다. 한편, 중(重)이용자 집단은 상대적으로 특정 미디어나 콘텐츠를 많이 소비하는 집단으로 미디어 산업의 핵심 고객층이나 아직까지 관련 연구는 부족한 실정이다. 본 연구는 실증연구를 통해 VR게임 내 중(重)이용자 집단의 지속적 이용 의도에 미치는 영향 요인을 알아보고, 경이용자 집단과 변수 차이를 검증해 특성을 파악했다. 연구 결과, 중이용자는 개인 혁신성, 프레즌스, 지속적 이용 의도 변수 측면에서 경이용자보다 높은 이용 행태를 보였다. 또한, 중이용자의 개인 혁신성, 지각된 품질, 프레즌스는 지속적 이용 의도에 유의미한 영향을 미치는 것으로 나타났다. 본 연구를 통해 VR 게임 내 중이용자의 특성과 영향 요인을 실증적으로 분석하여 VR 게임 개발 및 관련 연구의 기초자료를 마련하고자 한다.

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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    • 제11권2호
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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.

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

  • 권순재;이건창
    • 지식경영연구
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    • 제10권3호
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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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온라인 커뮤니티에서 자기표현욕구의 영향요인과 디지털 아이템 구매의도에 미치는 효과 (The Antecedents of Need for Self-Presentation and the Effect on Digital Item Purchase Intention in an Online Community)

  • 고준;신선진;김희웅
    • Asia pacific journal of information systems
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    • 제18권1호
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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.

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

  • 황용호;홍현기
    • 한국게임학회 논문지
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    • 제6권2호
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    • pp.45-50
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    • 2006
  • 실 세계 공간에 가상 물체를 사실적으로 합성하기 위해서는 공간 내에 존재하는 조명정보 등을 분석해야 한다. 본 논문에서는 카메라에 대한 사전 교정(calibration)없이 카메라 및 조명의 위치 등을 추정하는 새로운 조명공간 재구성 방법이 제안된다. 먼저, 어안렌즈(fisheye lens)로부터 얻어진 전방향(omni-directional) 다중 노출 영상을 이용해 HDR (High Dynamic Range) 래디언스 맵(radiance map)을 생성한다. 그리고 다수의 대응점으로부터 카메라의 위치를 추정한 다음, 방향벡터를 이용해 조명의 위치를 재구성한다. 또한 대상 공간 내 많은 영향을 미치는 전역 조명과 일부 지역에 국한되어 영향을 주는 방향성을 갖는 지역 조명으로 분류하여 조명 환경을 재구성한다. 재구성된 조명환경 내에서 분산광선추적(distributed ray tracing) 방법으로 렌더링한 결과로부터 사실적인 합성영상이 얻어짐을 확인하였다. 제안된 방법은 카메라의 사전 교정 등이 필요하지 않으며 조명공간을 자동으로 재구성할 수 있는 장점이 있다.

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