• Title/Summary/Keyword: graphics community

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Sound Researches in Computer Graphics Community: Part I. Sound Synthesis and Spatialization (컴퓨터 그래픽스 커뮤니티에 소개된 사운드 관련 연구들: Part I. 사운드 합성과 공간화)

  • Yoo, Min-Joon;Lee, In-Kwon
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.1
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    • pp.25-34
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    • 2009
  • Sound is very important element to enhance and reinforce reality and immersion of users in virtual reality and computer animation. Recently, significant researches about sound modeling are presented in computer graphics community. In this article, main subjects are explained and major researches are reviewed based on the sound papers presented in computer graphics community. Specially, several papers about following two subjects are reviewed in this paper: 1) synthesing sound using physically-based laws and generating sound synchronized with graphics. 2) spatializing sound and modeling sonic environment. Many research about sound modeling have been focused on more efficient modeling of real physical law and generate realistic sound with limited resources. Based on this concept, various papers are introduced and the relationship between researches about sound and graphics is discussed.

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A Study on the Types of Super Graphics - Special Reference of Functional Types and Appearance Background - (도시환경의 시각요소로서 슈퍼 그래픽 유형에 관한 연구 -기능별 분류와 발생배경을 중심으로-)

  • 나성숙
    • Journal of the Korean Institute of Landscape Architecture
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    • v.13 no.2
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    • pp.13-26
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    • 1985
  • ^x The enviroment defines the living conditions for people and has at the same time the possibility to create new environment. In Korea, where the rate of urbanization reached more than 50% in 1970′s the priority has been put on the economic development and administrative function. Under the circumstance, visual environmental field was dealt lightly and it resulted in undesirable environment. The techniques of Mordern Arts (Montage, Depeysment, Tromp L′oeil, P.O.P Art, etc.) helped Super Graphics appear in the urban areas. Environmental Art has been expended into the public space and people came to recognize the Arts as the "Street Art" or "Street as Gallery". Super Graphics has four types 1) Resident′s Super Graphics ; Minority groups came to maintain social equality and rights, in cooperation with each other. Such maintenance required general urbanites to form communities which gave birth to the community art, Mural Painting. 2) Environmental Super Graphics ; Beauty has come to be stressed in order to improve the quality of urban lives in the course of inescapable urban development. Instead of renewal of all established construction conservation oriented renewal was encouraged. 3) Super Graphics as Population Arts ; In the 1960′s artists repulsed the establishments in an efforts to open new phase independent from the expressional in the arts. They recognized the relationship between painting, society and the public in different angle and tried to describe all living space on canvas. 4) Super Graphics as Advertisement ; Super Graphics functions as efficient media to deliver images to the urbanites. Super Graphics as media plays the role for political propaganda and commercial advertisements according to their purposes. In Korea, especially, it is required to introduce the environmental Super Graphics. But it is desirable to introduce Super Graphics with Korean culture and sense of beauty. Designers themselves are also required to have responsibility to improve the quality of urban culture.

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Particle System Graphics Library for Generating Special Effects

  • Kim Eung-Kon
    • International Journal of Contents
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    • v.2 no.2
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    • pp.1-5
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    • 2006
  • The modeling and animation of natural phenomena have received much attention from the computer graphics community. Synthetic of natural phenomena are required for such diverse applications as flight simulators, special effects, video games and other virtual realty. In special effects industry there is a high demand to convincingly mimic the appearance and behavior of natural phenomena such as smoke, waterfall, rain, and fire. Particle systems are methods adequate for modeling fuzzy objects of natural phenomena. This paper presents particle system API(Application Program Interfaces) for generating special effects in virtual reality applications. The API are a set of functions that allow C++ programs to simulate the dynamics of particles for special effects in interactive and non-interactive graphics applications, not for scientific simulation.

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Paradigm Shift of Camera: Part I. Computational Photography (카메라의 패러다임 전환: Part I. 계산 사진학의 태동)

  • Jeong, Kyu-Man
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.4
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    • pp.23-30
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    • 2009
  • From the beginning of 21st century, digital cameras became popular. In computer graphics community, much re search has been done using photographs taken by digital cameras. This kind of research is categorized as computational photography. The purpose of this paper is to explain the appearance of computational photography in the history of photography. Moreover, the history of photography is explained as a series of paradigm shifts. Based on the analysis, future research directions of computational photography will be given.

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High-Quality Global Illumination Production Using Programmable Graphics Hardware (프로그래밍 가능한 그래픽스 하드웨어를 사용한 고품질 전역 조영 생성)

  • Cha, Deuk-Hyun;Chang, Byung-Joon;Ihm, In-Sung
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.414-419
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    • 2008
  • 3D rendering is a critical process for a movie production, advertisement, interior simulation, medical and many other fields. Recently, several effective rendering methods have been developed for the photo-realistic image generation. With a rapid performance enhancement of graphics hardware, physically based 3D rendering algorithm can now often be approximated in real-time games. However, the high quality of global illumination, required for the image generation in the 3D animation production community is a still very expensive process. In this paper, we propose a new rendering method to create photo-realistic global illumination effect efficiently by harnessing the high power of the recent GPUs. Final gathering routines in our global illumination module are accelerated by programmable graphics hardware. We also simulate physically based light transport on a ray tracing based rendering algorithm with photon mapping effectively.

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EcoBlog: 4d Spatial Framework for Ecological Virtual Community (EcoBlog: 생태학적 가상 커뮤니티 구현을 위한 4 차원 공간 프레임워크)

  • Lertlakkhanakul, Jumphon;Bae, Nu-Ri;Choi, Jin-Won;Chun, Chung-Yoon
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.937-944
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    • 2006
  • Although people's anxiety about the environmental problem has been getting higher, they are not provided good quality of knowledge about the environment. Based on this situation, Ecoblog can be a new type of online community to educate the public in ecological knowledge. Especially, Ecoblog can be utilized as a method of "preventive education", and it will contribute to reduce great amounts of environmental budget to restore contaminated environment to previous condition. Ecoblog also utilizes the concept of blog which user can create and append their site with chosen themes. A weblog or a blog is a non-commercial webpage regularly updated through the use of a blogging software which allows the user to "publish" kinds of amalgamations of text and graphics to the page as posts. The technology offered in Ecoblog is utilizing the concept of 4D place and game metaphor in order to provide users the sense of participation, interaction and immersion among them and the growing community. Thus, it requires applying the CAAD technology by implementing semantically well-defined building data model as a core database to create a 4D virtual community. This research focuses on defining a 4d spatial framework suitable for developing an online ecological community. Through our study, the state-of-the-art of online community has been studied at the first step. Second, the scenario of using EcoBlog described with content, visualization and navigation are defined based on the critical features derived at the first step. Finally, a 4d spatial framework composed of semantic building data model, content and rule database is constructed to propose factors that are necessary to establish an ecological virtual community. In conclusion, our framework could enhance the comprehension and interaction between users and virtual buildings in the ecological community by integrating the concept of game design, 4D CAD and semantic data model. Such framework can be applied to any online community for an educational purpose.

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A Study on the Emotional Characteristics of Community Space in Apartment (사례분석을 통한 주거공간 커뮤니티 시설의 감성적 표현특성)

  • Kim, Seong-Yen;Hwang, Yeon-Sook;Chang, Ah-Ri
    • Journal of The Korean Digital Architecture Interior Association
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    • v.11 no.1
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    • pp.73-81
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    • 2011
  • The purpose of this research is to analyze the emotional characteristics of community space with recently constructed apartment complexes. The designated subjects of this research are located in Dongtan the first New Town, with 500 to 1000 households and constructed as single buildings for community space are 14 apartment. The results are as follows: 1)The space for day care planned for children's emotional comfort and stability measured by symbolizing image of nature. Also, allowing children to recognize their own space by decorating the walls with the works of themselves and their friends was shown to break down extraneous feelings against other spaces, and allow intimacy for spaces. 2)The space for the aged was shown to give a secure and friendly feeling by considering the psychological and physical traits of the elderly. It can replenish the depressed bodies of aged people with vigor and stimulate their emotion. 3)The space for indoor exercise utilized various visual facilities, such as graphics and images, to bring out specific areas and create affiliation in stimulating the emotion of residents.

Development of a CD-ROM based Educational Program for the Prevention of Sexual Harassment and Violence in Middle School Students (중학생을 위한 성희롱.성폭력 예방교육 CD-ROM 개발)

  • Yoon, Yang-So;Lee, Kyu-Eun;Jung, Hun-Soak;Yom, Young-Hee
    • Research in Community and Public Health Nursing
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    • v.13 no.4
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    • pp.778-785
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    • 2002
  • Purpose: The purpose of this study was to develop a CD-ROM title for the prevention of sexual harassment and violence in middle school students. Method: The process for developing the CD-ROM title consisted of 10 steps proposed by Alessi and Trollip. Results: This CD-ROM title was composed of 4 domains, 11 subjects, and 31 detailed subjects. The 4 domains were: 1) understanding of sexual harassment and violence, 2) cases of sexual harassment and violence, 3) prevention and coping strategies, and 4) sexual knowledge. The subjects included texts, and the detailed subjects included graphics, animations, videos, and pictures. Conclusion: This CD-ROM may reduce the occurrence of sexual harassment and violence and accommodate enriched humanity in middle school students.

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Study on approximating subdivision schemes for the application to CAD/CAE (CAD/CAE 적응을 위한 근사 서브디비전 방법의 고찰)

  • 서홍석;조맹효
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2002.10a
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    • pp.237-243
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    • 2002
  • Recently, in computer-aided geometric modeling(CAGD), subdivision surfaces are frequently employed to construct free-form surface. Subdivision schemes have been very popular in computer graphics and animation community, but the community of CAGD adopts this tool only recently to handle surface geometry. In the present study, Loop scheme and Catmull-Clark scheme are applied to generate smooth surfaces. To be consistent with the limit points of target surface, the initial sampling points are properly rearranged. The pointwise curvature errors and coordinate value errors between the points in the sequence of subdivision process and the points on the target surface are evaluated In the numerical examples in both Loop scheme & Catmull-Clark subdivision scheme.

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A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.157-194
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    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

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