• Title/Summary/Keyword: 가시화 방법

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Physical Expression of Aggression - object using Ultrasonic rangefinder (웹에서 나타나는 공격성의 물리적인 표현 - 초음파센서를 이용한 오브제)

  • Kang, Chang-Koo;Kim, Hyeoung-Gi
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.664-669
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    • 2007
  • 현대관계는 가상세계의 인간관계를 바탕으로 이루어진다. 사람과 사람과의 커뮤니케이션은 가상세계의 만남과 연결로 이루어지며, 비접촉적이고 비물질적인 관계의 발전으로 나아가고 있다. 현대인들은 나이에 상관없이 가상의 세계에서 자신을 홍보하고, 치장하며, 새로운 인간관계의 생산에 관여한다. 이들은 인간관계를 경계하며 그들을 이해하려 하지 않는 사람과의 교제보다는 그들을 이해하고, 같이 할 수 있는 사람들과의 관계를 선호한다. 즉, 그들은 직접적인 관계를 부담스러워하고, 가상적인 관계를 선호하며, 자신의 부재, 자신의 익명성을 무기화한다. 본 논문은 이런 비물질적인 관계의 공격성을 실제상황에서 보이는 영상이나 물질적인 오브제로 가시화하는 방법을 연구하고자 한다. 그 방법으로 초음파센서를 사용하여, 실제적인 거리에 따라 영상이나 오브제가 변화하는 방법으로, 웹에서의 공격성을 가시화하고자 하였다.

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3D Medical Data Specification and Visualization Based on XML (XML 기반의 3차원 의료 데이터의 명세 및 가시화)

  • Kim, Seung-Wan;Park, Deok-Gyu;Gwun, Ou-Bong;Lee, Kun
    • Journal of the Korea Computer Graphics Society
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    • v.10 no.4
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    • pp.6-12
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    • 2004
  • 웹은 플랫폼에 의존하지 않고 모든 사람들이 공통으로 이용할 수 있는 인터페이스를 제공하기 때문에 웹브라우저상에 3차원 의료 데이터를 가시화하여 표현한다면 원격 진단, 의료 교육 등에 이용될 수 있다. 이 논문은 3차원 의료정보를 3차원 의료 볼륨 데이터, 3차원 의료 영상, 볼륨 렌더링 응용의 3 종류로 구분하여 이들을 XML로 표현하는 방법 및 텍스처 맵핑 기반의 디렉트볼륨렌더링(Direct Volume Rendering)을 SVG(Scalable Vector Graphics)으로 표현하여 SVG 뷰어 상에 표시하는 방법을 제안한다. 제안 방법의 실행 결과는 웹 브라우저 상에서 의료데이터의 분석이 가능하게 하고, 또한 볼륨렌더링 응용프로그램을 SVG로 표현, 결과 이미지를 SVG 뷰어로의 표시가 가능하다는 것을 보여준다.

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Medical data visualization using Unity3D game engine (Unity3D 게임 엔진을 이용한 의료 데이터 가시화)

  • Ha, Taejun;Kye, Heewon
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.87-94
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    • 2017
  • Due to improvements in the capabilities of commercial game engines, there are increasing instances of applying game engines to scientific visualization applications. This study describes a case of creating a virtual reality application that visualizes medical volume data based on the Unity3D game engine. When using a game engine, there is an advantage that various functions required for an application are basically provided, such as depth sorting of translucent objects or virtual reality hardware support. On the other hand, there is a restriction that the structure of the application program should be modified to suit the characteristics of the game engine. This paper describes a method for visualizing medical volume data using the structure of a game engine. As a result, we were able to create a virtual reality scene that consisted of surface data and medical volume data fragments together. And we confirmed the possibility of game engine as a future medical simulation production tool.

Ambient Occlusion Volume Rendering using Multi-Range Statistics (다중 영역 통계량을 이용한 환경-광 가림 볼륨 가시화)

  • Nam, Jinhyun;Kye, Heewon
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.3
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    • pp.27-35
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    • 2015
  • This study presents a volume rendering method using ambient occlusion which is one of global illumination methods. By considering the volume density distribution as normal distribution, ambient occlusion can be calculated at real-time speed regardless of modification of opacity transfer function. We calculate and store the averages and standard deviations of densities in a block centered at each voxel in pre-processing time. In rendering process, we determine the illumination value by estimating the nearby opacity. We generalized theoretical model and generated better quality images improving our previous research. In detail, various shapes of transfer function can be used due to the proposed equation model. Moreover, we introduced a multi-range model to give nearer objects more weight. As the result, more realistic volume rendering image can be generated at real-time speed by mixing local and ambient occlusion shading.

Mobile Volume Rendering System for Client-Server Environment (클라이언트 서버 기반 모바일 볼륨 가시화 시스템)

  • Lee, Woongkyu;Kye, Heewon
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.3
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    • pp.17-26
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    • 2015
  • In this paper, we explain a volume rendering system for client-server environment. A single GPU-equipped PC works as a server which is based on the ideas that only a few concurrent users use a volume rendering system in a small hospital. As the clients, we used Android mobile devices such as smart phones. User events are transformed to rendering requests by the client application. When the server receives a rendering request, it renders the volume using the GPU. The rendered image is compressed to JPEG or PNG format so that we can save network bandwidth and reduce transfer time. In addition, we perform an event pruning method while a user is dragging the touch to enhance latency. The server compensates the pruning by interpolating the touch positions. As the result, real-time volume rendering is possible for 5 concurrent users on single GPU-equipped commodity hardware.

Research on BGP dataset analysis and CyCOP visualization methods (BGP 데이터셋 분석 및 CyCOP 가시화 방안 연구)

  • Jae-yeong Jeong;Kook-jin Kim;Han-sol Park;Ji-soo Jang;Dong-il Shin;Dong-kyoo Shin
    • Journal of Internet Computing and Services
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    • v.25 no.1
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    • pp.177-188
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    • 2024
  • As technology evolves, Internet usage continues to grow, resulting in a geometric increase in network traffic and communication volumes. The network path selection process, which is one of the core elements of the Internet, is becoming more complex and advanced as a result, and it is important to effectively manage and analyze it, and there is a need for a representation and visualization method that can be intuitively understood. To this end, this study designs a framework that analyzes network data using BGP, a network path selection method, and applies it to the cyber common operating picture for situational awareness. After that, we analyze the visualization elements required to visualize the information and conduct an experiment to implement a simple visualization. Based on the data collected and preprocessed in the experiment, the visualization screens implemented help commanders or security personnel to effectively understand the network situation and take command and control.

A Study to Hierarchical Visualization of Firewall Access Control Policies (방화벽 접근정책의 계층적 가시화 방법에 대한 연구)

  • Kim, Tae-yong;Kwon, Tae-woong;Lee, Jun;Lee, Youn-su;Song, Jung-suk
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.30 no.6
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    • pp.1087-1101
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    • 2020
  • Various security devices are used to protect internal networks and valuable information from rapidly evolving cyber attacks. Firewall, which is the most commonly used security device, tries to prevent malicious attacks based on a text-based filtering rule (i.e., access control policy), by allowing or blocking access to communicate between inside and outside environments. However, in order to protect a valuable internal network from large networks, it has no choice but to increase the number of access control policy. Moreover, the text-based policy requires time-consuming and labor cost to analyze various types of vulnerabilities in firewall. To solve these problems, this paper proposes a 3D-based hierarchical visualization method, for intuitive analysis and management of access control policy. In particular, by providing a drill-down user interface through hierarchical architecture, Can support the access policy analysis for not only comprehensive understanding of large-scale networks, but also sophisticated investigation of anomalies. Finally, we implement the proposed system architecture's to verify the practicality and validity of the hierarchical visualization methodology, and then attempt to identify the applicability of firewall data analysis in the real-world network environment.

Can We Hear the Shape of a Noise Source\ulcorner (소음원의 모양을 들어서 상상할 수 있을까\ulcorner)

  • Kim, Yang-Hann
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.14 no.7
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    • pp.586-603
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    • 2004
  • One of the subtle problems that make noise control difficult for engineers is “the invisibility of noise or sound.” The visual image of noise often helps to determine an appropriate means for noise control. There have been many attempts to fulfill this rather challenging objective. Theoretical or numerical means to visualize the sound field have been attempted and as a result, a great deal of progress has been accomplished, for example in the field of visualization of turbulent noise. However, most of the numerical methods are not quite ready to be applied practically to noise control issues. In the meantime, fast progress has made it possible instrumentally by using multiple microphones and fast signal processing systems, although these systems are not perfect but are useful. The state of the art system is recently available but still has many problematic issues : for example, how we can implement the visualized noise field. The constructed noise or sound picture always consists of bias and random errors, and consequently it is often difficult to determine the origin of the noise and the spatial shape of noise, as highlighted in the title. The first part of this paper introduces a brief history, which is associated with “sound visualization,” from Leonardo da Vinci's famous drawing on vortex street (Fig. 1) to modern acoustic holography and what has been accomplished by a line or surface array. The second part introduces the difficulties and the recent studies. These include de-Dopplerization and do-reverberation methods. The former is essential for visualizing a moving noise source, such as cars or trains. The latter relates to what produces noise in a room or closed space. Another mar issue associated this sound/noise visualization is whether or not Ivecan distinguish mutual dependence of noise in space : for example, we are asked to answer the question, “Can we see two birds singing or one bird with two beaks?"