• Title/Summary/Keyword: digital object

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The Accuracy Analysis of 3D Image Generation by Digital Photogrammetry (수치사진측량 기반 3차원영상생성 정확도 분석)

  • 강준묵;엄대용;임영빈
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2003.10a
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    • pp.157-162
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    • 2003
  • The 3D Image which embodies real object to 3D space of computer enables various geometrical analysis as well as visualization of complex 3D shape by giving sense for the real and cubic effect that can not be offered in 2D image. Human gives real object to same physical properties in 3D space imagination world of computer, and it is expected that this enables offering of various information by user strengthening interface between human-computer to observe object in real condition. In this study, formal style routine of 3D image creation applying digital photogrammetry was designed for more practical, highly trusty 3D image creation, and the system was emboded using object-oriented technique which strengthen user interface. Also, the discontinuity information about rock slope using 3D image is acquired that is orientation, persistence, spacing and aperture etc.

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Efficient Class Identification based on Event (이벤트 기반의 효율적인 클래스 식별)

  • Choi, Mi-Sook;Lee, Jong-Suk
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.165-175
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    • 2008
  • Currently, software development methods have been advanced to service-oriented from component-oriented, to component-oriented from object-oriented. The component-oriented and service-oriented software development methods are analyzed by object-oriented UML model. So, the efficient analysis method for object-oriented UML model needs. In this paper, we suggest the analysis guideline and process based on event using Input Data-Process-Output Data Table for identifying use cases and classes efficiently. And the suggested method complements the problems depending the developer's perspective and experience.

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A study on Cost~Estimating System based on Object- oriented Cad System (객체지향 캐드시스템을 활용한 견적관리 시스템 연구)

  • Song, Choon-Dong
    • Journal of The Korean Digital Architecture Interior Association
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    • v.1 no.1
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    • pp.46-50
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    • 2001
  • It is known that to automate the quantity take-off process enables you to increase the productivity best among the construction business field. However, the limitation of 2D(Two-dimension) CAD System prevented a cost-estimating system which makes the great effects on the quantity take-off process from being developed. This study aims that you can automate both the itemized statements and the quantity take-off process by using commercially available object-oriented CAD system. The commercially available CAD system today does not give us entire satisfaction. This study shows the deduction of the old boundaries of the object-oriented CAD system and the solution of those problems. And it also studied about the quantity take-off process and the automated cost-estimating system that can be used in the simple and plain repair-maintenance work such as the execution drawing which doesn't need the complicated drawings.

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Recommendation Technique using Social Network in Internet of Things Environment (사물인터넷 환경에서 소셜 네트워크를 기반으로 한 정보 추천 기법)

  • Kim, Sungrim;Kwon, Joonhee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.1
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    • pp.47-57
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    • 2015
  • Recently, Internet of Things (IoT) have become popular for research and development in many areas. IoT makes a new intelligent network between things, between things and persons, and between persons themselves. Social network service technology is in its infancy, but, it has many benefits. Adjacent users in a social network tend to trust each other more than random pairs of users in the network. In this paper, we propose recommendation technique using social network in Internet of Things environment. We study previous researches about information recommendation, IoT, and social IoT. We proposed SIoT_P(Social IoT Prediction) using social relationships and item-based collaborative filtering. Also, we proposed SR(Social Relationship) using four social relationships (Ownership Object Relationship, Co-Location Object Relationship, Social Object Relationship, Parental Object Relationship). We describe a recommendation scenario using our proposed method.

Things Recommendation Method using Social Relationship in Social Internet of Things (소셜 사물인터넷에서 소셜 관계를 이용한 사물 추천 기법)

  • Kim, Sung Rim;Kwon, Joon Hee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.3
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    • pp.49-59
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    • 2014
  • The Internet of Things(IoT) is a new promising technology made from a variety of technology. The IoT links the objects or people, then enabling anytime, anywhere connectivity for anything and not only for anyone. Social networking services have changed the way people communicate. Recently, new research challenges in many areas of Internet of things and social networking services are fired. In this paper, we propose things recommendation method using social relationship in social Internet of Things. We study previous researches about social network service, IoT, and social IoT. We proposed SIoT_FW(Social IoT Friendship Weight) using static and a dynamic social friendship weight. Also, our method considers four social relationships (Ownership Object Relationship, Co-Location Object Relationship, Social Object Relationship, Parental Object Relationship). We presents a music device scenario using our proposed method.

Object-oriented Concept Learning using Reverse-engineering Method Based on XNA Game Development Environment (XNA기반 게임 개발 환경에서 역공학 방법을 이용한 객체지향 개념 학습)

  • Choi, Young-Mee;Choo, Moon-Won;Yoon, Tae-Bok
    • Journal of Digital Contents Society
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    • v.10 no.1
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    • pp.45-54
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    • 2009
  • This paper proposes object-oriented learning method of using reverse-engineering based on game development environment. The game has advantages such as interest and enjoyment. Also, the reverse analysis of game help us understand the technique to be used in game. Through this process, we introduce learning method enabling us to actively understand object-oriented concept. Thus, the proposed method describes case learning based on XNA game development environment, and presents a scenario according to role of teacher and learner.

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Re-organization of Parametric epidermis (파라메트릭 표피 재 조직화)

  • Park, Jeong-Joo
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2008.05a
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    • pp.46-49
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    • 2008
  • This research does Complexity form, Interior epidermis cell re-organization, Object discovery that have correct numerical value concept by purpose. Research applied by Grid re-organization in form generation, Parameter variation of cell unit (morphor, tweener), Symbol, pattern of variation, self-organization cell substitution order. Representation through 3d digital modeler of polygon, Nurbs and street-sheet program(x,y,z coordinates & Network way of points) etc. of main work. Investigator specified numbers of U profiles*30, V point-20 that is 600 Paramaters individual in volume, and define circle radius of lighting in object, Projection size variously and tried difference. Transposition cell to point and Heightened brightness of color using pointillism of painting. Led lighting cell object is expressed being decoded by digital code.

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Digital Hologram Watermarking using Quad-tree Fresnelet Transform (Quad-tree Fresnelet 변환을 이용한 디지털 홀로그램 워터마킹)

  • Seo, Young Ho;Koo, Ja Myung;Lee, Yoon Hyuk;Kim, Dong Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.3
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    • pp.79-89
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    • 2013
  • This paper proposes a watermarking scheme to protect ownership of a digital hologram, an ultra-high value-added content. It performs pre-defined levels of quad-tree Fresnelet transforms. The relationship among the same-positional-blocks is extracted as the digital pre-watermark. For the relationship, we use properties of a digital hologram that a hologram pixel retains all the information of the object and that the same size of partial holograms reconstructs the same size of object but different in their view points. Also we mix a set of private data with the pre-watermark and the result is encrypted by a block cipher algorithm with a private key. Experimental results showed that the proposed scheme is very robust for the various malicious and non-malicious attacks. Also because it extracts the watermarking data instead of inserting, the watermarking process does not harm the original hologram data. So, it is expected to be used effectively for invisible and robust watermark for digital holograms.

Object Segment Grouping for Wireless Mobile Streaming Media Services (무선 모바일 스트리밍 미디어 서비스를 위한 객체 세그먼트 그룹화)

  • Lee, Chong-Deuk
    • Journal of Digital Convergence
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    • v.10 no.4
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    • pp.199-206
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    • 2012
  • Increment of mobile client's information request in wireless mobile networks requires a new method to manage and serve the streaming media object. This paper proposes a new object segment grouping method for enhancing the performance of streaming media services in wireless mobile networks. The proposed method performs the similarity metric for the partitioned object segments, and it process the disjunction, conjunction, and filtering for these metrics. This paper was to decided the partitioned group of object segments for these operation metrics, and it decided the performance of streaming media services. The simulation result showed that the proposed method has better performance in throughput, average startup latency, and cache hit ratio.

A Study on works converging Found objects: Focusing on how to mix the media (파운드 오브제(Found object)를 융복합한 작품연구: 매체의 활용방식을 중심으로)

  • Park, Kyungjoo
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.227-233
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    • 2021
  • Ready-made products produced in the industrialized consumer society after the 20th century have been adopted by artists as a new material called "Found object," and are reinterpreted in a broad sense in their works. The method of giving new meaning using this creates a new paradigm that is expanded conceptually as well as expression style. After Pablo Picasso's in 1912, when the Found object was used for the first time in contemporary art, we examine the development of objects through Dadaism, Surrealism, and Pop Art, and the expression of Found objects in the late 20th century. In this study, the artists and their work are analyzed by dividing it into three types: 'Unprocessed objects', 'Transformed objects', and 'Tenant objects', depending on how the Found object is mixed in works. Through this study, I pay attention to the fact that a work incorporating a Found object not only develops the object materially, but also allows the practice of free concept art to escape from the traditional norms of art.