• Title/Summary/Keyword: graphic theory

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A Study on A Proposal of Gaia Game Architecture With Ontology (온톨로지를 이용한 가이아 게임 아키텍처 제안에 관한 연구)

  • Yooun Ho-Chang;Jeon Hong-Jun;Oh Jung-Suk
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.221-228
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    • 2005
  • As the development of game graphic technology, games include many characters and various virtual worlds. In this paper we proposed the architecture which can make efficient game world through ontology technology. We applied Gaia theory to this architecture. And this game world can have ecological feedback structure. So we proposed the Gaia game architecture which can increase the interaction between user and game world.

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An Algorithm for 3-Dimensional Reconstruction of Clinical Ultrasonic Image (임상적 초음파 신호의 3차원 영상처리를 위한 알고리즘)

  • 진영민;우광방;유형식
    • The Transactions of the Korean Institute of Electrical Engineers
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    • v.38 no.8
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    • pp.658-666
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    • 1989
  • In this paper, an efficient algorithm for estimation volume and surface area and a reconstruction algorithm for 3-dimensional graphics are presented.In order to improve computing efficiency, the graph theory is utilized and the algorithm to obtain proper contour points is developed by considering several tolerances. Search for the contour points is limited by the change of curvature of cross sectional contour to provide efficiency in searching the minimum cost path. In computer simulation of these algorithms, the results show that, for the tolerance values of 1.001 and 1.002, the execution time reduced to 66%-80% and the error for the measured value is less than 3%. The reconstructed 3-dimensional images from the cross sections can be analyzed in many directions using the graphic scheme.

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A Development of a Reliability Prediction Program Using the Field Failure (필드고장을 이용한 신뢰성예측 프로그램 개발)

  • Baek, Jae-Jin;Rhie, Kwang-Won
    • Transactions of the Korean Society of Automotive Engineers
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    • v.20 no.2
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    • pp.1-7
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    • 2012
  • A Failure data from operating condition includes various failures. Reliability evaluation by operating condition is more correct than test condition. Additional, the evaluation result by operating condition is widely used for quality assurance, forecasting amount of manufacturing at EOL. To discover valuable things from the failure data, arrangement of the failure data and information technique to handle data is needed among many failure data. This paper introduces a reliability prediction program to solve this problem based on the failure. And new technologies for parameters estimation with method of Graphic-Wizard-Parameters-Estimation and Genetic Algorithm are introduced.

A Study on the Theory and Application for the Morphological Aspects of Hybrid Spatial Structures (대공간구조물의 형태결정에 관한 이론 및 응용에 관한 연구)

  • 이경수;이상주;유용주;한상을
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 1998.04a
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    • pp.272-279
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    • 1998
  • The purpose of this study is to show how to gain the morphology of the Hybrid Spatial Structures and to get the geometrical data such as node coordinates, member relationships and graphic images. To form spatial structures, we have developed morphological aspects of general spatial structures, programming process and techniques. Structural design has many processes. Especially, it is very important to consider the determination of structural configuration. Regular Hybrid Spatial Structures have complex configuration, so we need to make use of automated computer process to determine structural shape in Hybrid Spatial Structures. We have applied morphological aspects to double layer plate, single layer dome, double layer dome and tensegrity structure.

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Node-reduction Model of Large-scale Network Grape (대형 회로망 그래프 마디축소 모델)

  • Hwang, Jae-Ho
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.50 no.2
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    • pp.93-99
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    • 2001
  • A new type geometric and mathematical network reduction model is introduced. Large-scale network is analyzed with analytic approach. The graph has many nodes, branches and loops. Circuit equation are obtained from these elements and connection rule. In this paper, the analytic relation between voltage source has a mutual different graphic property. Node-reduction procedure is achieved with this circuit property. Consequently voltage source value is included into the adjacent node-analyzing equation. A resultant model equations are reduced as much as voltage source number. Matrix rank is (n-1-k), where n, k is node and voltage source number. The reduction procedure is described and verified with geometric principle and circuit theory. Matrix type circuit equation can be composed with this technique. The last results shall be calculated by using computer.

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A Fuzzy Spatiotemporal Data Model and Dynamic Query Operations

  • Nhan, Vu Thi Hong;Kim, Sang-Ho;Ryu, Keun-Ho
    • Proceedings of the KSRS Conference
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    • 2003.11a
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    • pp.564-566
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    • 2003
  • There are no immutable phenomena in reality. A lot of applications are dealing with data characterized by spatial and temporal and/or uncertain features. Currently, there has no any data model accommodating enough those three elements of spatial objects to directly use in application systems. For such reasons, we introduce a fuzzy spatio -temporal data model (FSTDM) and a method of integrating temporal and fuzzy spatial operators in a unified manner to create fuzzy spatio -temporal (FST) operators. With these operators, complex query expression will become concise. Our research is feasible to apply to the management systems and query processor of natural resource data, weather information, graphic information, and so on.

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A Study on the Computer aided Design of Multi-Stage Cold Forging Die for Rotationally Symmetric Parts. (축대칭 다단 냉간단조 금형설계에 관한 연구)

  • Choi, Jae-Chan;Kim, Seong-Weon;Cho, Hea-Yong;Kim, Hyung-Sub
    • Journal of the Korean Society for Precision Engineering
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    • v.7 no.2
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    • pp.95-104
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    • 1990
  • This paper descirbes some research of Computer-aided Design of multi-stage cold forging die of rotationally symmetric parts produced by the press or former. An approach to the system is based on knowledge based system. Knowledges for tool design are extracted from the plasticity theory, handbooks, relevent references and empirical know-how of experts in cold forging companies. The deveoped system is composed of three main modules such as die design module, punch design module, tool elements design module which are sued independently or in all. Using this system, design parameters (types of dies, geometric shapes and dimensions of dies, types of punches, geometric shapes and dimensions of punches, geometric shapes and dimensions of tool elements) in each operation are determined and the output is generated in graphic form. The develpoed system, aids designer, provides powerful capability for designing dies, punches and tool elements.

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Research on the Application of Fractal Geometry in Digital Arts

  • Xinyi Shan;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.175-180
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    • 2023
  • Fractal geometry, a relatively new branch of mathematics, was first introduced by Benoit Mandelbrot in 1975. Since then, its applications have expanded into various fields of natural science. In fact, it has been recognized as one of the three significant scientific discoveries of the mid-20th century, along with the Dissipative System and Chaos Theory. With the help of fractal geometry, designers can create intricate and expressive artistic patterns, using the concept of self-similarity found in nature. The impact of fractal geometry on the digital art world is significant and its exploration could lead to new avenues for creativity and expression. This paper aims to explore and analyze the development and applications of fractal geometry in digital art design. It also aims to showcase the benefits of applying fractal geometry in art creation and paves the way for future research on sacred geometry.

A Study on Progressive Working of Electric Product by the using of Fuzzy Set Theory (퍼지 셋 이론을 이용한 전기제품의 프로그레시브 가공에 관한 연구)

  • Kim, J. H;Kim, Y. M.;Kim, Chul;Choi, J. C.
    • Journal of the Korean Society for Precision Engineering
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    • v.19 no.1
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    • pp.79-92
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    • 2002
  • This paper describes a research work of developing computer-aided design of a product with bending and piercing for progressive working. An approach to the system for progressive working is based on the knowledge-based rules. Knowledge for the system is formulated from plasticity theories, experimental results and the empirical knowledge of field experts. The system has been written in AutoLISP on the AutoCAD with a personal computer and is composed of four main modules, which are input and shape treatment, flat pattern layout, strip layout and die layout modules. The system is designed by considering several factors, such as bending sequences by fuzzy set theory, complexities of blank geometry, punch profiles, and the availability of a press equipment. Strip layout drawing generated in the strip layout module is presented in 3-D graphic farms, including bending sequences and piercing processes with punch profiles divided into for external area. The die layout module carries out die design for each process obtained from the results of the strip layout. Results obtained using the modules enable the manufacturer for progressive working of electric products to be more efficient in this field.

A Study of Theory and Form of Storytelling User Interface - Establishing Theory by Study of the Game Interface - (스토리텔링 유저인터페이스의 이론과 형태연구 - 게임인터페이스 연구를 통한 이론 정립 -)

  • Lee, Dae-Young;Sung, Jung-Hawn
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.43-50
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    • 2008
  • UI design is growing in meaning and form itself through the development of hardware and contents. And it makes users accept its interface as a extension of the body and mind because of the substantial rapport of the user and contents with developing of device and graphic. In this study, we analyzed user interface in a view of digital storytelling by observing of its role within user and contents. Not only this, classifying and investigating story elements in the games for forming the theoretical basis of storytelling UI are enforced. For the case study of UI, we choose the game, Diablo, Half-Life, and Homeworld because the game is suitable for the application of node-type storytelling and effectively uses graphic and input unit. This analysis explains the interface has the contents data that divided or shared and it means the interface performs its part of story nodes, which are extracted from the story, and choice. And we analogized that the story elemental can be substituted and used practically for interface because the stories made through the thing that users and developers are in the space of coexistence by the interface. Storytelling UI will be a good way to make a most intriguing piece as a joyful spontaneous complex that use story node. It is worth by reason of making by user and discovering live inner story so that it can approach to the substance of the story.

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