• Title/Summary/Keyword: visual programming

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The Implementation of Visual Effects on Physical Phenomena of Nature Using Particle System (파티클 시스템을 이용한 자연의 물리적 현상의 비주얼 효과 구현)

  • Kim, Kyoung-Nam;Lee, Myoun-Jae
    • Journal of Digital Convergence
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    • v.10 no.4
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    • pp.347-352
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    • 2012
  • Uncertain physical phenomena of nature are a frequently researched area in emotional engineering technology and visual expression of art. This paper suggests possibility for implementation of physical phenomena (percolation, dispersion, and flow) of nature using Unity 3D engine's particle system, which have already been analyzed in a previous study [1] on modern paintings that emphasized physical properties. This paper proposes an easy implementation method for uncertain physical phenomena of nature for artists experiencing difficulty in acquisition of knowledge on computer graphics programming, providing an idea for engineers conducting research on emotion-based technology.

A New Application of Human Visual Simulated Images in Optometry Services

  • Chang, Lin-Song;Wu, Bo-Wen
    • Journal of the Optical Society of Korea
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    • v.17 no.4
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    • pp.328-335
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    • 2013
  • Due to the rapid advancement of auto-refractor technology, most optometry shops provide refraction services. Despite their speed and convenience, the measurement values provided by auto-refractors include a significant degree of error due to psychological and physical factors. Therefore, there is a need for repetitive testing to obtain a smaller mean error value. However, even repetitive testing itself might not be sufficient to ensure accurate measurements. Therefore, research on a method of measurement that can complement auto-refractor measurements and provide confirmation of refraction results needs to be conducted. The customized optometry model described herein can satisfy the above requirements. With existing technologies, using human eye measurement devices to obtain relevant individual optical feature parameters is no longer difficult, and these parameters allow us to construct an optometry model for individual eyeballs. They also allow us to compute visual images produced from the optometry model using the CODE V macro programming language before recognizing the diffraction effects visual images with the neural network algorithm to obtain the accurate refractive diopter. This study attempts to combine the optometry model with the back-propagation neural network and achieve a double check recognition effect by complementing the auto-refractor. Results show that the accuracy achieved was above 98% and that this application could significantly enhance the service quality of refraction.

Design of Edutainment Contents Using Motion Recognition for Enhancing Sociability and Visual Perception of Children (유아의 시지각 및 사회성 향상을 위한 동작 인식 기반 에듀테인먼트 콘텐츠 개발)

  • Park, Yoon;Yang, Janghoon
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.170-180
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    • 2015
  • With progress in emerging new media technology and associated device, there is growing interest in a new type of contents in the filed of children education. In this research, we developed a edutainment content for enhancing sociability and visual perception of children exploiting kinect. Recreating what is visually perceived with physical movement is adopted to develop visual perception. It is also designed such that one's sociability can be enhanced through experiencing natural physical contact and collaboration while interacting with the developed content. The prototype of the content was created through development of character to boost interest, a short animation for storytelling, and interactive programming. In the second pilot test which was done with the content improved through the first pilot test, it was observed that children easily played with it and actively participated in experiencing it. From this observation, it is expected that the developed content may work as a promising edutainment content which fosters children to enhance visual perception and sociability through natural interaction.

Analysis of the Effects of Learners' Visual Literacy and Thinking Patterns on Program Understanding and Writing in Basic Coding Education for Computer Non-majors (컴퓨터 비전공자를 위한 기초 코딩 교육에서 학습자의 시각적 문해력과 사고 유형이 프로그램 이해와 작성에 미치는 영향 분석)

  • Park, Chan Jung;Hyun, Jung Suk
    • The Journal of Korean Association of Computer Education
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    • v.23 no.2
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    • pp.1-11
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    • 2020
  • As software and artificial intelligence education became more and more important, in December 2019, the Ministry of Science and ICT announced plans to expand software and AI education to mandatory education in elementary and secondary schools by 2022. In addition to elementary and secondary schools, most universities are actively engaged in software education for computer non-majors, but research on coding education for computer non-majors is insufficient. The purpose of this paper is to find an efficient teaching and learning method for coding education for computer non-majors. Nowadays, college students, called Millennial and Generation Z, prefer visual information and are familiar with computers as digital natives. Based on these characteristics, this study examined the visual literacy and thinking styles of college students and then examined whether the students' visual literacy and thinking styles influenced coding-based problem solving in coding subjects. Based on this, this paper proposes an alternative to do programming education more efficiently for students who are new to coding.

Data interoperability between authoring software and BIM system focused on the office building in conceptual design phase (설계 초기 단계 형상정보 연동 데이터 호환체계 개발 - 오피스 매스를 중심으로)

  • Park, Jung-Dae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.11
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    • pp.494-500
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    • 2020
  • Owing to the complexity of shapes and elements, some difficulties are found in the modeling and sharing phases in a project at the earlier design stages. This paper extends the boundaries by suggesting the data interoperability between 3D modeling software, McNeel Rhino 3D and BIM system, and Autodesk® Revit® Architecture. The main research methodology is to link the architectural form data in the NURBS supporting the 3DM format, especially for integrating surface properties into the mass family template of Revit. This algorithm-driven interoperability approach using visual programming, such as Dynamo in conjunction with Autodesk®, can be applicable in a theoretical part and also a practical use-case. This paper summarizes these results as sequence guidelines and project template recommendations suggesting an efficient design process to interoperate geometric data with the BIM system to manipulate and control the regular and curved form of office buildings.

A Design and Implementation of DML(Diagram Markup Language) System (DML(Diagram Markup Language) 시스템의 설계 및 구현)

  • Kim Sung keun;Kim Young chul;Yoo Chae woo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.3B
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    • pp.95-104
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    • 2005
  • The diagram has a intuition and simplicity So, it is widely used in various fields in current computing environment. But, because of the absence of a standard diagram specification method, we have difficulty in exchanging the diagram data between different diagram software and besides, we spend much money and time to code diagram component, rules and semantics to which diagram would be applied. So We propose a method for defining diagram component's shapes and actions, diagram's rules and semantics using XML. And We design and implement the diagram system which execute XML document specifying diagram. In the diagram system, We can define diagram component in WISWIG manner and generate DML document automatically. So We can develop diagram system more efficiently. And by defining diagram rules using DTD, we also achieve the consistency of DTD meaning. And We propose Semantic Definition XML for specifying diagram semantics. So, diagram sentence which drawn by users could be given semantics and executed in diagram system. In this thesis, many VPL(Visual Programming Language) concepts were adopted to implement diagram system environment.

Signal Analysis and Visualization Environment with Visual Programming Capability (시각 프로그래밍이 가능한 신호분석 환경)

  • 박승훈;우응제;이헌주;황진하;김형진;장재명
    • Journal of Biomedical Engineering Research
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    • v.18 no.4
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    • pp.397-407
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    • 1997
  • In this paper, we present a signal analysis environment with visual programming capability, which is called Signal Analysis and Visualization Environment( SAVE). The system allows a user to perform visually programmed analysis of signals and visualize the results. The visualization facility enables the user to compare original signals with processed ones arid also to display signals overlaid synchronously with the events extracted from the signals. The SAVE system has an extensible architecture: each signal processing algorithm is implemented as a separate building block object module, which can be freely added or removed from the SAVE system without any code modification. We describe the overall structure of the SAVE system and the building block objects, which provide the extensibility in collaboration with together. We illustrate some test runs in order to five a taste of how to use and where to use the system.

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Gadget Arms: Interactive Data Visualization using Hand Gesture in Extended Reality (가젯암: 확장현실을 위한 손 제스처 기반 대화형 데이터 시각화 시스템)

  • Choi, JunYoung;Jeong, HaeJin;Jeong, Won-Ki
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.2
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    • pp.31-41
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    • 2019
  • Extended Reality (XR), such as virtual and augmented reality, has huge potential for immersive data visualization and analysis. In XR, users can interact with data and other users realistically by navigating the shared virtual space, allowing for more intuitive data analysis. However, creating a visualization in XR also poses a challenge because complicated, low-level programming is required, which hinders broad adaptation in visual analytics. This paper proposes an interactive visualization authoring tool based on hand gesture for immersive data visualization-Gadget Arms. The proposed system provides a novel user interaction to create and place visualization in the 3D virtual world. This simple, but intuitive, user interaction enables user designs the entire visualization space in the XR without using a host computer and low-level programming. Our user study also confirmed that the proposed user interaction significantly improves the usability of the visualization authoring tool.

CAD Data Exchange among Different Commercial Packages (이 기종 시스템간의 CAD 데이터 교환)

  • Kim, Tae-Wook;Hwang, Byeong-eok
    • Journal of the Korean Society of Industry Convergence
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    • v.7 no.4
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    • pp.377-382
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    • 2004
  • This research was about implementing STEP for data exchange among different commercial package(CAD system). STEP was used to share CAD data as follows. ST-Developer implement Solid model was used with a physical file of STEP and represented in a CAD system. And then STEP conversion utility was used to make a neutrality format form in a component modeling. Analysis of Solid model was made possible for CAD system to read in and analyzed Solid model. This research are summarized as follows 1. A basis Model development used Visual C++ for a neutrality data of a programming interface general-use CAD system, and produced Box and Cylinder to a physical file, the result was implemented this in a programming interface to general-use CAD system, it is represented in CAD system as identical one modeling object. 2. STEP was used in different CAD system to utilize to its of each CAD system maximum, CATIA V5R9 user was able to analyze MDT 6 Modeling Arm. 3. STEP was used able to interpret and remodel the existing Solid model.

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Development of a Practical Field Data Acquisition Device for Civil and Environmental Engineering Applications (토목환경공학분야의 응용을 위한 실용적인 현장자료수집기의 개발)

  • 여운광;윤병만;이종국;허정호
    • Journal of Korean Society of Coastal and Ocean Engineers
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    • v.9 no.4
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    • pp.176-181
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    • 1997
  • A practical, easy-to-use data acquisition device has been developed for use in civil and envirionmental engineering applications. It uses the PC parallel port for the acquisition and data transfer and is simple enough to be setup and run in laboratory and field experiment conditions. The usual limitations of data storage capacity of several data loggers was solved by using PC resources. Also versatile programming capability using high level languages of the PC programming environment such as C and Visual Basic enables the data acquisition device to be configured as a general and practical data acquisition system. An example of effective uses of the device is. provided for the water environment measurement at the Bangwha bridge construction site. The in site. test proved the device to be practical in civil and environmental engineering applications.

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