• 제목/요약/키워드: traditional image

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한지 의류제품의 이미지와 소비자 행태 (Images and Consumer Attitudes & Behaviors of Hanji Clothing Products)

  • 나미희;김희숙;최종명
    • 한국생활과학회지
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    • 제23권4호
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    • pp.697-707
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    • 2014
  • The purpose of this research is to examine the images and interest degree and purchase intension of consumer and images according to demographic characteristics for Hanji clothing products. 207 subjects evaluated images for Hanji clothing and attitudes and behaviors of consumer were analysed. For statistical analysis, frequency analysis, factor analysis, mean, pearson correlation coefficients, regression, crosstabs and ANOVA were used. The results were as follows: Image factors of Hanji clothing products were 'luxurious', 'practical', 'wellbeing', and 'traditional'. differences of according to the age and occupation were showed at 'practical', 'wellbeing', and 'traditional' image. Hanji clothing products having highest consumer interest degree and purchase intention were shirts, scarf and handkerchief and Hanji clothing products having highest experience of use was socks. interest degree, experience of use, and purchase intention for Hanji clothing products were increased at high age, office worker. For consideration of Hanji clothing products according to demographics variables, age of 20's-30's and students considered design and functionality and age over 40's and office workers regarded price and quality as important consideration.

이력 영상의 시간 간격과 연관성에 의한 데이터 관리 기법 (Management of Historical Images by Time Interval and Interrelation)

  • 윤홍원
    • 한국멀티미디어학회논문지
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    • 제4권6호
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    • pp.543-553
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    • 2001
  • 본 논문에서는 기존 의료 영상 이동 방법에서 생기는 문제점을 해결하기 위해서 의료 영상 데이터의 관리기법을 제안하였다. 의료영상 데이터의 관리기법으로써 EAT(Expanded Average Transaction time) 데이터 이동 기법과 시간 연관성 기반 데이터 저장 방법을 제안하였다. EAT데이터 이동 기법에서는 각 저장 영역에 저장되는 개체 버전을 구분하는 경계값과 각 영역에 저장되는 개체 버전을 정의하였다 시간 연관성에 기반한 데이터 저장 방법에서는 임의 두 개체 버전에 대한 겹침의 정도와 간격의 정도를 정의하였고, 두 값을 통합하여 개체 버전을 저장 장치에 배치하는 방법을 보였다. 시간 질의의 비율을 변화시키면서 클러스터의 참조 회수를 비교한 실험에서 기존의 방법보다 제안한 방법의 클러스터 참조 회수가 적게 나타났다.

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해양 목포시의 상징 모티브를 이용한 생활문화상품 디자인개발 (A Development of Living Cultural Products Design Using Symbol of a Maritime Mokpo City)

  • 박미령;박혜령
    • 한국의상디자인학회지
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    • 제12권4호
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    • pp.103-114
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    • 2010
  • This study aims to examine current status of cultural products in Mokpo city and their problems and develop cultural products design suitable to this situation. Cultural products in Mokpo sold here are made from China and have lower quality or traditional crafts and folkcrafts which can be purchased anywhere in Korea and they are not enough to show identity or image of Mokpo city. So I mixed the logos of 'mokpo city' and 'national maritime museum' based on main motive of 'modern Korean ship and shipbuilding tools' held by 'National Maritime Museum' and 'Goebukseon (turtle ship)' and 'Hanseon' which are suitable to the image of maritime culture as cultural products advocated by Mokpo city and developed one design style for print. This design is applied to T-shirts, necktie, cap, cushion and mug. Silk print, transfer print and needlework techniques are applied to each item and the whole cultural products have design of set concept. It is a case of applying modern product marketing technique to our cultural products not a design for only one item, is aimed to recreate spiritual and cultural value that a region has as daily goods to be used by general consumers and show the chance and possibility to complement shortcomings of existing cultural products and develop traditional culture having locality.

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디지털영상을 이용한 치근이개부 실험병소의 판독능에 관한 연구 (An experimental study on the readability of digital images in the furcal bone defects)

  • 강형욱;황의환;이상래
    • Imaging Science in Dentistry
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    • 제33권2호
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    • pp.71-77
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    • 2003
  • Purpose : To evaluate and compare the efficacy of digital radiographic images in the detection of bone loss at the bifurcation area of the mandibular first molar with traditional film-based periapical radiographs, Materials and Methods : One dried human mandible with minimal periodontal bone loss around the first molar was selected and an artificial alveolar bone defect at the bifurcation area was serially prepared over 18 steps. Images were taken using a direct CCD-based system and with F-speed periapical films. The images were evaluated by seven interpreters (3 radiologists, 3 periodontologists, and 1 general dentist) using a 5-point confidence rating scale. Results : The readability of both periapical radiographs and digital image increased as the size of the artificial lesion and exposure time increased (p < 0.05). Periapical radiographs offered greater readability of smaller bone defects than digital images, and the coefficient of variation of mean score between periapical radiographs and digital images showed a significant difference. Conclusion : The experimental results indicate that a significant difference in the coefficient of variation of mean score exists between periapical radiographs and digital images, and that traditional film-based periapical images offer greater readability of smaller bone defects than digital images can presently offer.

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Recent advances in the reconstruction of cranio-maxillofacial defects using computer-aided design/computer-aided manufacturing

  • Oh, Ji-hyeon
    • Maxillofacial Plastic and Reconstructive Surgery
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    • 제40권
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    • pp.2.1-2.7
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    • 2018
  • With the development of computer-aided design/computer-aided manufacturing (CAD/CAM) technology, it has been possible to reconstruct the cranio-maxillofacial defect with more accurate preoperative planning, precise patient-specific implants (PSIs), and shorter operation times. The manufacturing processes include subtractive manufacturing and additive manufacturing and should be selected in consideration of the material type, available technology, post-processing, accuracy, lead time, properties, and surface quality. Materials such as titanium, polyethylene, polyetheretherketone (PEEK), hydroxyapatite (HA), poly-DL-lactic acid (PDLLA), polylactide-co-glycolide acid (PLGA), and calcium phosphate are used. Design methods for the reconstruction of cranio-maxillofacial defects include the use of a pre-operative model printed with pre-operative data, printing a cutting guide or template after virtual surgery, a model after virtual surgery printed with reconstructed data using a mirror image, and manufacturing PSIs by directly obtaining PSI data after reconstruction using a mirror image. By selecting the appropriate design method, manufacturing process, and implant material according to the case, it is possible to obtain a more accurate surgical procedure, reduced operation time, the prevention of various complications that can occur using the traditional method, and predictive results compared to the traditional method.

Line Based Transformation Model (LBTM) for high-resolution satellite imagery rectification

  • Shaker, Ahmed;Shi, Wenzhong
    • 대한원격탐사학회:학술대회논문집
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    • 대한원격탐사학회 2003년도 Proceedings of ACRS 2003 ISRS
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    • pp.225-227
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    • 2003
  • Traditional photogrammetry and satellite image rectification technique have been developed based on control-points for many decades. These techniques are driven from linked points in image space and the corresponding points in the object space in rigorous colinearity or coplanarity conditions. Recently, digital imagery facilitates the opportunity to use features as well as points for images rectification. These implementations were mainly based on rigorous models that incorporated geometric constraints into the bundle adjustment and could not be applied to the new high-resolution satellite imagery (HRSI) due to the absence of sensor calibration and satellite orbit information. This research is an attempt to establish a new Line Based Transformation Model (LBTM), which is based on linear features only or linear features with a number of ground control points instead of the traditional models that only use Ground Control Points (GCPs) for satellite imagery rectification. The new model does not require any further information about the sensor model or satellite ephemeris data. Synthetic as well as real data have been demonestrated to check the validity and fidelity of the new approach and the results showed that the LBTM can be used efficiently for rectifying HRSI.

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메타버스 플랫폼을 활용한 민화 미술관 기획 연구 -제페토 사례를 중심으로- (A Study on the Planning of Minhwa Museum Utilizing the Metaverse Platform : Focusing on Zepeto Case)

  • 최은진;이영숙
    • 한국게임학회 논문지
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    • 제21권6호
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    • pp.63-74
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    • 2021
  • 메타버스는 스마트폰을 상시 휴대하는 MZ세대의 생활 패턴과 자신의 정체성을 중요시하는 성향에 잘 맞는 가상공간이다. 이 연구는 한국의 전통문화 예술인 민화를 메타버스 플랫폼인 제페토에서 미술관으로 개발하는 기획 모델을 제안한다. 이를 위해 메타버스 플랫폼의 특징인 오픈월드, 샌드박스, 크리에이터 이코노미, 아바타에 대해 분석하고, 이를 제페토에 민화 미술관을 개장하는 기획 아이템으로 발전시킨다. 한국 전통예술을 현대적으로 재해석하면서, MZ세대의 뉴트로 감성에 맞는 메타버스 기획 개발 모델로서의 연구 가치가 있다.

A Comparative Study on the Game Experience of VR Horror Games and Side Scrolling Horror Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.415-420
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    • 2023
  • Since 2017, the application of VR technology in the game field has become more and more extensive, and more and more scholars have conducted research on VR games, especially VR horror games. This article will conduct research on VR horror games and scrolling scroll games through comparative analysis, and believes that VR horror games are much stronger than side scrolling scrolling games in terms of immersion. However, due to its unique flat third-person perspective, completely different operation methods and the existence of 'the fourth wall in side-scrolling horror games, Players can clearly realize that they are in an absolutely safe environment, and that they are just manipulators of game characters, not experiencers of terrorist events, so players will not receive excessive fright. Therefore, this article believes that the number of players who like side-scrolling horror games with certain horror elements is greater than the number of players who like pure VR horror games.Many traditional games in this paper have their own advantages in many aspects. For example, many traditional games such as horizontal games also have good development prospects in the future. We should promote the research on games in the academic community from multiple angles, not limited to popular VR games.

A study on development of simulation model of Underwater Acoustic Imaging (UAI) system with the inclusion of underwater propagation medium and stepped frequency beam-steering acoustic array

  • L.S. Praveen;Govind R. Kadambi;S. Malathi;Preetham Shankpal
    • Ocean Systems Engineering
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    • 제13권2호
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    • pp.195-224
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    • 2023
  • This paper proposes a method for the acoustic imaging wherein the traditional requirement of the relative movement between the transmitter and target is overcome. This is facilitated through the beamforming acoustic array in the transmitter, in which the target is illuminated by the array at various azimuth and elevation angles without the physical movement of the acoustic array. The concept of beam steering of the acoustic array facilitates the formation of the beam at desired angular positions of azimuth and elevation angles. This paper substantiates that the combination of illumination of the target from different azimuth and elevation angles with respect to the transmitter (through the beam steering of beam forming acoustic array) and the beam steering at multiple frequencies (through SF) results in enhanced reconstruction of images of the target in the underwater scenario. This paper also demonstrates the possibility of reconstruction of the image of a target in underwater without invoking the traditional algorithms of Digital Image Processing (DIP). This paper comprehensively and succinctly presents all the empirical formulae required for modelling the acoustic medium and the target to facilitate the reader with a comprehensive summary document incorporating the various parameters of multi-disciplinary nature.

Generating 3D Digital Twins of Real Indoor Spaces based on Real-World Point Cloud Data

  • Wonseop Shin;Jaeseok Yoo;Bumsoo Kim;Yonghoon Jung;Muhammad Sajjad;Youngsup Park;Sanghyun Seo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제18권8호
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    • pp.2381-2398
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    • 2024
  • The construction of virtual indoor spaces is crucial for the development of metaverses, virtual production, and other 3D content domains. Traditional methods for creating these spaces are often cost-prohibitive and labor-intensive. To address these challenges, we present a pipeline for generating digital twins of real indoor environments from RGB-D camera-scanned data. Our pipeline synergizes space structure estimation, 3D object detection, and the inpainting of missing areas, utilizing deep learning technologies to automate the creation process. Specifically, we apply deep learning models for object recognition and area inpainting, significantly enhancing the accuracy and efficiency of virtual space construction. Our approach minimizes manual labor and reduces costs, paving the way for the creation of metaverse spaces that closely mimic real-world environments. Experimental results demonstrate the effectiveness of our deep learning applications in overcoming traditional obstacles in digital twin creation, offering high-fidelity digital replicas of indoor spaces. This advancement opens for immersive and realistic virtual content creation, showcasing the potential of deep learning in the field of virtual space construction.