• Title/Summary/Keyword: 디지털 조형

Search Result 199, Processing Time 0.021 seconds

Study on Digital Holography with Self-Reference Hologram (자체 홀로그램을 기준홀로그램으로 이용한 디지털 홀로그래피 연구)

  • Shin, Sang-Hoon;Cho, Hyung-Jun;Jung, Won-Ki;Kim, Doo-Cheol;Yu, Young-Hun
    • Korean Journal of Optics and Photonics
    • /
    • v.22 no.5
    • /
    • pp.214-218
    • /
    • 2011
  • In this paper we have applied self-reference hologram to DHM (digital holography microscopy) to remove phase aberration. We have constructed an off-axis reflection- type digital holography microscope. We have extracted a low spatial frequency hologram from the conjugated hologram and used it as a reference hologram. Experimentally we show that distortion of image and aberration of phase in a measurement system are removed using the self-reference hologram.

Twin-Image Elimination in In-line Digital Holography Microscope (In-line 디지털 홀로그래피 현미경에서 쌍둥이 상 제거연구)

  • Cho, Hyung-Jun;Yu, Young-Hun
    • Korean Journal of Optics and Photonics
    • /
    • v.18 no.2
    • /
    • pp.117-121
    • /
    • 2007
  • A fundamental problem in the in-line digital holography microscope is that the real image and virtual image and zero-order image are not separated spatially. In this paper, we have eliminated the zero-order noise by an averaging method and the twin image is divided using a geometrical set-up in an in-line digital holographic microscope. The size of the virtual image depends on the distance between the objective lens and the hologram plane and on the distance between the hologram plane and the image plane. We found that the virtual image size is smallest when the distance between the objective lens and the hologram plane is equal to the back focal length of the objective lens. We could divide the virtual image and real image by controlling the distance between the hologram plane and the objective lens.

A study on the development of cultural industries craft (공예문화산업의 발전방안 연구)

  • Kim, Sung-Min
    • Journal of Digital Convergence
    • /
    • v.11 no.10
    • /
    • pp.689-694
    • /
    • 2013
  • Craft culture industry 'crafts and culture made up of industry meaning of' rather than 'as a craft industry'. Culture it is desirable to see Roy. Craft culture industry features, technology, techniques, or by indigenous raw materials to the foundation, which is produced as a plastic product manufacturing process, characteristics of the main part of the craft industry with a means to manufacture products. Historically, over the years, which has been formed by tradition, culture, crafts related to specific industries. Only by looking at the craft cultural industries have unique features and understand the value and no longer making craft activity does not remain only in the dimensions of the production, distribution and development of craft industries and national and ethnic culture has inherited expression traditionality a representative craft, culture as a development plan for the industry through the development of market research is to propose ways.

Netart Implementation Using Visualization of Image Color Data (이미지 컬러 데이터의 시각화를 통한 넷아트 구현)

  • Kim, Byeung-Won;Kim, Jong-Seo;Kwak, Hoon-Sung
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.6
    • /
    • pp.53-61
    • /
    • 2009
  • Among the properties of new media art works, interaction with audience has now become a big issue, and its influence to general arts, in particular media art, is being stressed more and more. Under the this influence, various experimental works using digital media are being produced and having a try to combination of art and multimedia technology on the network. This paper analyses studies about netart and suggests visualization expression of color data to be interactive between users and art works. The work is to make formative elements based fluid shapes on the analysis of color data extracted from images. This is a new experiment in picturesque expression of data and aesthetic visualization of data.

Posture control of buoyancy sculptures using drone technology (드론 기술을 이용한 부력 조형물의 자세 제어)

  • Kang, Jingu
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.14 no.4
    • /
    • pp.1-7
    • /
    • 2018
  • The floating sculptures in the form of ad-ballon commonly used ropes in order to hold on. Relatively air flow is much less indoor than outdoor. Users of buoyancy sculptures hope to be able to maintain their desired posture without being fixed. This study applied drone technology to buoyancy sculptures. The drones can be moved vertically and horizontally, and the posture can be maintained, so buoyancy sculptures are easy to apply. Therefore, we have studied the control system of buoyancy sculpture using drone technology. Also, a control system that can maintain the desired posture at a constant height was studied. The overall shape was a light fiber material and helium gas for zero buoyancy to support the sculpture. The system configuration was STM32F103CB from ARM. In addition, the gyro and acceleration, geomagnetic sensors and motors are composed of small and medium size BLDC motors. The scheduling of the control system in the configuration of the control device was carefully considered. Because the role of the whole component becomes very important. The communication between the components is divided into the sensor fusion and the interface communication with the whole controller. Each communication technology is designed to expand. This study was implemented to actively respond from the viewpoint of posture control using the drone technology.

A Study on Convergence Step Sequence through Virtual Reality (가상현실을 통한 융복합 스텝시켄서(Step Squencer) 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
    • /
    • v.16 no.11
    • /
    • pp.487-493
    • /
    • 2018
  • In recent years, various virtual reality contents have been explosively developed, and the 'chance operation' in previous studies was mentioned. This study tries to implement the Step Sequencer in the virtual reality. Through the theoretical background analysis and case studies of virtual reality, three major experiential values such as Value of Overcoming Constraints, Value of Strengthening Experience, and Value of Creating New Experience were induced. A convergencestep sequencer with the presence and immersion elements was developed and presented so that the music contents divided into 4 areas can be understood easily controlled more conveniently while keeping the identity of the step sequencer. It is expected that various convergence VR contentscan be developed in the future studies.

A Study on Convergence Video System through Step Squencer (스텝시켄서를 통한 융복합 영상시스템 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
    • /
    • v.17 no.11
    • /
    • pp.435-440
    • /
    • 2019
  • Recently, many musical instrument mobile apps have been released targeting normal people who can't play musical instrument at all. The reason of developing video system based on step sequencer are as follows; first, users can freely play the musical instruments; second, induce multiple users to play; and third, develop and suggest new step sequencer fused with the video. To resolve issue in video synchronization caused by sync issues when operating multiple step sequencers, the Pocket Operator of Teenage Engineering was used to realize multiply-connected step sequencer and also, the ultimate video system was developed through Mira-Web for multiple participation. In addition, it's required to make the Pocket Operator as software and receive various feedbacks to continue and complement study in order to develop the better video system.

A Study of 3D Digital Fashion Design Using Kazmir Malevich's Formative Elements as AI Prompt (카지미르 말레비치의 조형적 요소를 AI 프롬프트로 활용한 3D 디지털 패션디자인 연구)

  • Jooyoung Lee
    • Journal of Fashion Business
    • /
    • v.28 no.3
    • /
    • pp.122-139
    • /
    • 2024
  • Image-generated AI is rapidly emerging as a powerful tool to augment human creativity and transform the art and design process through deep learning capabilities. The purpose of this study was to propose and demonstrate the feasibility of a new design development method that combined traditional design methods and technology by constructing image-generated AI prompts based on artists' formative elements. The study methodology consisted of analyzing Kazmir Malevich's theoretical considerations and applying them to AI prompts for design, print pattern development, and 3D digital design. This study found that the suprematist works of Kazmir Malevich were suitable as design and print pattern prompts due to their clear geometric shapes, colors, and spatial arrangement. The AI-prompted designs and print patterns produced diverse results quickly and enabled an efficient design process compared to traditional methods, although additional refinement was required to perfect the details. The AI-generated designs were successfully produced as 3D garments, thereby demonstrating that AI technology could significantly contribute to fashion design through its integration with artistic principles. This study has academic significance in that it proposes a prompt composition method applicable to fashion design by combining AI and artistic elements. It also has industrial significance in that it contributes to design innovation and the implementation of creative ideas by presenting an AI-based design process that can be practically applied.

The Photography as Technological Aesthetics (데크놀로지 미학으로서의 사진)

  • Jin, Dong-Sun
    • Journal of Science of Art and Design
    • /
    • v.11
    • /
    • pp.221-249
    • /
    • 2007
  • Today, photography is facing to the crisis of identity and dilemma of ontology from the digital imaging process in the new technology form. It is very important points to say rethinking of the traditional photographic medium, that has changed the way we view the world and ourselves is perhaps an understatement and that photography has transformed our essential understanding of reality. Now, no longer are photographic images regarded as the true automatic recording, innocent evidence and the mirror to the reality. Rather, photography constructs the world for our entertainment, helping to create the comforting illusions by which we live. The recognition that photographs are not constructions and reflections of reality, is the basis for the actual presence within the contemporary photographic world. It is shock. This thesis's aim is to look for the problems of photographic identity and ontological crisis that is controlling and regulating digital photographic imagery, allowing the reproduction of the electronic simulations era. Photography loses its special aesthetic status and becomes no more true information and, exclusively evidence by traditional film and paper that appeared both as a technological accuracy and as a medium-specific aesthetic. The result, photography is facing two crises, one is the photographic ontology(the introduction of computerized digital images) and the other is photographic epistemology(having to do broader changes in ethics, knowledge and culture). Taken together, these crises apparently threaten us with the death of photography, with the 'end' of photography and the culture it sustains. The thesis's meaning is to look into the dilemma of photography's ontology and epistemology, especially, automatical index and digital codes from its origin, meaning, and identity as the technological medium. Thus, in particular, thesis focuses on the analog imagery presence, from the nature in the material world, and the digital imagery presence from the cultural situations in our society. And also thesis's aim is to examine the main issues of the history of photography has been concentrated on the ontological arguments since the discovery of photography in 1839. Photography has never been only one static technology form. Rather, its nearly two centuries of technological development have been marked by numerous, competing of technological innovation and self revolution from the dual aspects. This thesis examines recent account of photography by the analysis of the medium's concept, meaning, identity between film base image and digital base image from the aspects of photographic ontology and epistemology. Thus, the structure of thesis is fairy straightforward to examine what appear to be two opposing view of photographic conditions and ontological situations. Thesis' view contrasts that figure out the value of photography according to its fundamental characteristic as a medium. Also, it seeks a possible solution to the dilemma of photographic ontology through the medium's origin from the early years of the nineteenth century to the raising questions about the different meaning(analog/digital) of photography, now. Finally, this thesis emphasizes and concludes that the photographic ontological crisis reflects to the paradoxical dynamic structure, that unsolved the origins of the medium, itself. Moreover, even photography is not single identity of the photographic ontology, and also can not be understood as having a static identity or singular status from the dynamic field of technologies, practices, and images.

  • PDF

A Study on Design and Performance Evaluation of the BCPFSK Modem Using the DDS (DDS를 이용한 BCPFSK모뎀 설계 및 성능 평가에 관한 연구)

  • 김경복;최정수;조형래
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2000.10a
    • /
    • pp.166-171
    • /
    • 2000
  • In modem wireless communication it has been regarded as a important problem for the spectrum efficiency to utilize the limited frequency-resource efficiently. In addition, the system architecture has bun designed for low cost, low power consumption and ultra-lightweight. In this paper, we directly modulated the BCPFSK with a superior spectrum efficiency using the DDS and applied the direct conversion to the system architecture. Finally, we designed a transceiver which has the 433 MHz BCPFSK output and evaluated the system performance.

  • PDF