• Title/Summary/Keyword: 그래픽적인 변형

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Study of Stripe Pattern Appeared in Apparel Design - Focusing on Western Women's Fashion after 20th Centuries - (의상(衣裳) 디자인의 줄무늬(Stripe Pattern) 연구(硏究) - 20세기(世紀) 이후(以後) 서양(西洋) 여성(女性) 패션을 중심(中心)으로 -)

  • Kim, Ju-Eun;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.6 no.4
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    • pp.99-112
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    • 2002
  • The purpose of this study is to find out various types of stripes pattern and to review its' design expression by analysing stripe pattern and visual effect appeared in western women's fashion after 20th centuries. As regards the visual effect of stripe pattern, on the basis of the stripe pattern's direction laid out, we made an investigation of it by classfying it into verticality, horizontality, slant line and mixture of them according to its' gap and thickness. Here are the 4 features of the stripe pattern appeared in modern fashions. The first, graphic variation based on diverse variation and reconstruction and combination between other motives is being onthe rise as a new expression. The second, colorful stripes of Missoni can be exanpled as the trend of diversification of color. The third, as regards the trend of mismatch in pattern, coordination through mismatch can produce experimental and post-modern image. The fourth, as for the expression of draping effect, we find that stripe pattern can maximaze visual effect through draping by inducing visual stimulus, as well as can express human body in a beautiful manner.

Improving Watching HDTV Environment by Analyzing Visual Perception of Character Graphics (문자그래픽 시각인지도 분석에 따른 HDTV시청환경 개선 연구)

  • Lee, Kook-Se;Moon, Nam-Mee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.583-589
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    • 2009
  • The new HDTV technologies provide crystal clear images and surrounding sounds for broadcasting screen in order to serve higher quality of broadcasting. They have four times the resolution of conventional TV and handle 16:9 wide screen aspect ratio images. Due to such technological shift, the function of Character Graphic has been particularly revaluated: it used to be only a subsidiary method to literally deliver visual images, but nowadays it is considered one of the essential elements capable of giving higher values to broadcasting programs. And there is an urgent need for changing its attributes such as fonts, sizes, colors, moving speeds to fit to bigger screen ratio and much more qualified images of HDTV. To meet such a need, Delphi surveys are made twice with three groups of TV production staffs: Art Directors, CG Designers and Production & Transmission team, these groups which are divided on the basis of their roles in broadcasting production process. With the results of these surveys, this article analyzes how all of the attributes of Character Graphic have affected the media users' Visual Perception, and then, suggests a new format designed in OSMU(One Source Multi Use) by which TV character graphics can be properly transmitted to various media formats.

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Realistic 3D Brush Model for Computer Generated Sumuk Painting (컴퓨터 그래픽 수묵화를 위한 사실적인 3차원 브러쉬 모델)

  • Kang, Hyungjun;Jung, Moon Ryul;Jung, Dong Am
    • Journal of the Korea Computer Graphics Society
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    • v.8 no.3
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    • pp.35-42
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    • 2002
  • 기존의 페인팅 소프트웨어들은 결과적인 면에서 실제 그림과 유사한 결과를 추구할 뿐, 실제 붓의 움직임이나 터치를 사실적으로 재현하려고 하지는 않았다. 이 논문에서는 수묵화를 그리는데 중요한 두 가지 요소 용묵법(用墨法)과 운필법(運筆法)중에서 붓을 운용하는 방법인 운필법(運筆法)을 컴퓨터 그래픽을 통해서 사실적으로 재현하고자 하였다. 이를 위해서 붓을 운용하는데 필요한 수묵 운필의 모든 동작을 캡쳐할 수 있는 5개의 자유도를 가지는 타블렛을 이용하였다. 손으로부터 붓으로, 붓으로부터 물과 먹을 매개로, 종이에 먹이 전달되는 전체 과정을 재현할 수 있는 모델을 설정하고, 이에 따라 사실적인 수묵화 필법을 구현하기 위해 3차원의 붓의 모델, 3차원의 변형 모델, 붓의 털 모델, 교차면 모델), 먹물의 침전 모델 (Ink Deposition Model)로 설정하였고, 이를 통해 실제 수묵화를 그리는 과정과 동일한 제작과정을 통해서 사실적인 붓의 움직임과 번짐이 구현된 수묵화와 유사한 결과물을 얻어낼 수 있었다. 또한 종이에 전달되는 먹과 물의 양을 정확하게 조절하기 위해서 붓의 털과, 교차지점 그리고 종이 모델을 제작하였고, 이들을 통해서 실제 수묵화의 필법을 사실적으로 시뮬레이션 하였다.

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Secondary Action based Dynamic Jiggle-Bone Animation (이차 행동 기반의 다이나믹 지글 본 애니메이션)

  • Park, Sung-Jun;An, Deug-Yong;Oh, Seong-Suk
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.127-134
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    • 2010
  • The secondary animation technology for the detailed objects including accessories is being studied and applied to the modern game development. The jiggle-bone deformer is used for 3D graphic tools as a technology to create the animation of these objects, but it is disadvantageous in that the real-time modification is difficult and the graphic developers need much time. The secondary animation can also be realized using a physical game engine, but the cost of animation process increases when many objects in a scene of a game are rendered, and it has a low efficiency. This paper proposes a dynamic jiggle-bone animation algorithm, which can be modified in real time and has the similar effect to the physical game engine. To evaluate the performance of the proposed algorithm, tests were conducted with varied number of bones and for the case of one scene with the animation of many jiggle-bones, and the results were adjudged relatively efficient.

Development of Partial Rendering Technology for Real-time Ray Tracing (실시간 레이트레이싱을 위한 부분 렌더링 기술 개발)

  • Kim, Inhyeok;Kim, Junghan;Kim, Taehyoung;Eom, Young Ik
    • Annual Conference of KIPS
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    • 2013.11a
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    • pp.121-123
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    • 2013
  • 최근 그래픽 하드웨어/소프트웨어의 발전으로 실시간 환경에서 레이트레이싱 기술을 적용하려는 시도가 늘어나고 있다. 하지만 대부분의 최적화 기술들이 게임이나 설계와 같은 동적인 3D 응용에 적합한 효과적인 가속 구조 구축에 집중되어 있기 때문에 상대적으로 가속 구조 변경이 적은 UX 환경에는 적합하지 않다. 이에 본 논문에서는 3D 공간 안에 존재하는 물체의 변형보다는 물체가 사용하는 재질과 텍스쳐의 변형이 빈번한 UX 환경의 특징을 고려한 새로운 부분 렌더링 기술을 제안하고, 제안 기법이 실제 렌더링 시간을 얼마나 개선할 수 있는지를 실험을 통해 검증하였다.

An analysis of a Semiotic Point Of View In Computer Game : "New Super Mario Brothers" (닌텐도 "뉴 슈퍼마리오 브라더스"의 기호학적 분석 연구)

  • Jeong, So-Yun;Song, Mi-Sun
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.3-12
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    • 2008
  • This paper described a character of the narrative in the computer game, especially targeting the newest edition 'SUPER MARIO(NDS, ie computer game in NITENDO). The series had gained popularity over 20 years with its attractions as changing graphics, developing computer technology. It also had been proved that a narrative was connected with a semiotic factor in the game. The analyzation of doer and space in the game that showed the narrative character explained the repetition and the modification, then deduced certain motif from it. This study was to certify that immersion and interesting in game were interacted with between a game factors and narratives, and it is meaningful for developing game story.

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3-D Facial Motion Estimation Using Iterative Extended Kalman Filter (반복적 확장 칼만 필터를 이용한 얼굴의 3차원 움직임량 추정)

  • Park, Gang-Ryeong;Kim, Jae-Hui
    • The KIPS Transactions:PartB
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    • v.8B no.1
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    • pp.28-34
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    • 2001
  • 컴퓨터 시각 인식 방법을 이용하여 얼굴의 3차원 움직임 량을 추정하고자 하는 연구는 가상 현실 환경에서 얼굴 움직임에 의한 3차원 그래픽 화면 조정, 시뮬레이터에서의 훈련자 얼굴 움직임에 의한 화면 조정 및 모니터상의 시선 위치 파악 등을 위해 필수적으로 요구되는 기술로서 최근 활발히 연구되고 있다. 기존에 얼굴의 3차원 움직임 량을 추정하고자 하는 연구들은 대부분 확장 칼만 필터(extended kalman filter)를 이용하였으나, 이러한 방법은 필터의 초기 값을 정확하게 설정해야하는 제약 요소를 갖고 있으며, 또한 얼굴의 회전 방향 변화 시 이에 대처하지 못하는 경우 역시 종종 발생한다. 본 논문에서는 이러한 문제점을 해결하기 위하여 확장 칼만 필터의 변형 형태인 반복적 확장 칼만 필터를 이용하여 얼굴의 3차원 움직임 량을 추정하였다. 반복적 확장 칼만 필터에서는 확장 칼만 필터에서 계산되어 나오는 추정 오차 공분산 행렬 값이 미리 정해진 임계치보다 커지는 경우, 현재 얼굴의 움직임 량을 제대로 추정하지 못하고 있는 것으로 판단하여 칼만 필터에서 사용하는 회전 및 이동 속도, 그리고 회전 및 이동 각 속도를 변형함으로써 얼굴의 움직임 량을 정확하게 추정할 수 있도록 하는 방법이다. 실험 결과 반복적 확장 칼만 필터를 사용하였을 경우에 얼굴의 급격한 회전 방향 변화에도 얼굴의 3차원 움직임 량을 정확하게 추정할 수 있음을 알 수 있었다.

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A Three-Dimensional Material Nonlinear Analysis of Reinforced Concrete (철근콘크리트의 3차원 재료비선형해석)

  • 박성수;성재표
    • Magazine of the Korea Concrete Institute
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    • v.8 no.2
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    • pp.119-127
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    • 1996
  • Objection of this study is to present the three-dimensional material nonlinear analysis of reinforced concrete. A concrete is idealized with three-dimensional 16-node solid element including triaxial nonlinear stress-strain behavior, cracking, crushing and strain softening: a steel with three-dimensional 3 node truss element including elastic-plastic behavior with strain hardening. The cracked shear retention factor is introduced to estimate the effective shear modulus con sidering aggregate interlock after c:racking and a modified newton method is used to obtain a nu merical solution. Numerical results in a gauss point is displayed graphically. Numerical examples of Krahl's reinforced concrete beam and Hedgreds shell are selected to compare with the experimental and numerical results.

The Characteristics of Directing in Digital Animation : Combination of Reality and Exaggeration (디지털 애니메이션의 연출 특성 -사실적 표현과 과장성의 융합-)

  • Kim, Yumi
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.27-34
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    • 2016
  • The application of computer graphics, which is characterized by reality, has even reinforced reality of image and motion expression in digital animation. But reality of digital animation succeeds to traditional aesthetic characteristics of animation for overcoming physical limitations of the real world and realizing imagination through transformation, rather than copying actuality as it is. But it does not succeed to drawing animation wholly. Digital animation adds cartoonish transformation, based on three-dimensional realistic expression and those animation situations look as if they get over realistic restrictions, while drawing animation constantly reminds of mediality in drawing motion, based on two-dimensional plane and handwork. n other words, cartoonish exaggeration that is intermittently inserted between these reinforced realities, expresses digital animation's own aesthetic characteristics as a dialectical sum by crashing into contrast coming from a cross between reality and imagination.

System Development for Analysis and Compensation of Column Shortening of Reinforced Concrete Tell Buildings (철근콘크리트 고층건물 기둥의 부등축소량 해석 및 보정을 위한 시스템 개발)

  • 김선영;김진근;김원중
    • Journal of the Korea Concrete Institute
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    • v.14 no.3
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    • pp.291-298
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    • 2002
  • Recently, construction of reinforced concrete tall buildings is widely increased according to the improvement of material quality and design technology. Therefore, differential shortenings of columns due to elastic, creep, and shrinkage have been an important issue. But it has been neglected to predict the Inelastic behavior of RC structures even though those deformations make a serious problem on the partition wall, external cladding, duct, etc. In this paper, analysis system for prediction and compensation of the differential column shortenings considering time-dependent deformations and construction sequence is developed using the objected-oriented technique. Developed analysis system considers the construction sequence, especially time-dependent deformation in early days, and is composed of input module, database module, database store module, analysis module, and analysis result generation module. Graphic user interface(GUI) is supported for user's convenience. After performing the analysis, the output results like deflections and member forces according to the time can be observed in the generation module using the graphic diagram, table, and chart supported by the integrated environment.