• Title/Summary/Keyword: 세계컴퓨터

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OpenVolMesh: Generic and Efficient Data Structure for 3D Volumetric Meshes (OpenVolMesh: 삼차원 볼륨 기반의 메쉬 표현을 위한 범용적이고 효과적인 자료 구조)

  • Kim, Jun-Ho;Seo, Jin-Seok;Oh, Sei-Woong
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.85-92
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    • 2008
  • Meshes are the most appropriate data structures for representing 3D geometries. Surface meshes have been frequently used for representing 3D geometries, which only samples data on the surfaces of the given 3D geometries. Thanks to the improvements of computing powers, it is required to develop more complicated contents which utilize the volumetric information of 3D geometries. In this paper, we introduce a novel volumetric mesh libraries based on the half-face data structure, called OpenVolMesh, and describe its designs and implementations. The OpenVolMesh extends the OpenMesh, which is one of the most famous mesh libraries, by supporting volumetric meshes. The OpenVolMesh provides the generic programming, dynamic allocations of primitive properties, efficient array-based data structures, and source-level compatibility with OpenMesh. We show the usefulness of the OpenVolMesh in the developments of 3D volumetric contents with prototypic implementations such as volumetric mesh smoothing and CW-cell decompositions.

Sucess Factor of 3D Movie "Avatar" and the Possibility Analysis of the Korean 3D Contents (아바타 3D영화의 성공요인과 한국형 3D 콘텐츠의 가능성 분석)

  • Cho, Byung-Chul
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.137-145
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    • 2010
  • Many research works are actively being done due to the 3D contents production technology for global competition through the world. In korea, many experts have taken notice of high quality 3D movies produced by Hollywood. Recently, 3D movie "Avatar" advanced 3D computer graphics based digital production technology is heavily influencing the contents industry in global market. Therefore, In this paper, the success factor of "Avatar"has to be analyzed. Also, the analysis of 3D contents production environment of the domestic and Hollywood is performed. Based on that, we analyzed the factors of threat and opportunity of the Korean 3D contents. Also, Based on the statistical data analysis of the korean film commission, favorable reactions of the korean movie and the government's powerful policy direction, we proposed the successful possibility of the korean 3D contents.

Memory and Memory Research : Concept, History and Future Direction (기억 및 기억연구 : 개념, 역사, 그리고 과제)

  • Yang, Byung-Hwan;Paik, Ki-Chung
    • Korean Journal of Psychosomatic Medicine
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    • v.9 no.1
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    • pp.3-15
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    • 2001
  • The term 'memory' has acquired so many meanings today that it is not even confined to the mental domain any longer, although it is etymologically derived from the Anglo-Saxon word 'gemund', meaning mind. In its most typical sense, memory can be defined as 'the reawakening of the past in the service of present'. But in many papers, the term memory has been used in a various different meaning, which made the interpretation of the research result very complicated. Recently there has been tremendous development in the neurobiological researches with regard to the memory. This paper reviewed the concept, history, and current tendencies of the memory and memory researches comprehensively for the purpose of showing future direction of the memory researches.

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Digital Restoration of Pulguksa Temple and Sokkuram based on Virtual Reality -Focused on the CAVE of Virtual Reality System (가상현실기술을 이용한 불국사와 석굴암의 디지털 복원 -가상현실 시스템 CAVE를 중심으로)

  • 박소연
    • Archives of design research
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    • v.16 no.2
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    • pp.67-76
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    • 2003
  • Today, computer graphics have moved into spotlight within many related fields. The use of computer graphics in many fields as well as in design is now universalized. More than ever, those fields which utilize virtual reality are being vigorously researched and are rapidly progressing. Many advanced countries are obtaining positive results, allowing the world to learn about their culture and history by using virtual reality techniques for the restoration of cultural property. Above all, the West has utilized the diversity of the CAVE system which could best express the artificial system among virtual reality systems. However, in Korea this technology remains in its early stages of development. Moreover, the field, digital restoration of cultural property, which will be discussed in this study, hasn't yet been explored. Accordingly, this study presents the way of digitally restoring cultural property based on the CAVE through the empirical research and suggests the significance and possibility of digitally restoring cultural properly in the CAVE system. For them, this study processes the digitally restoring of Pulguksa Temple and Sokkuram and refers to the limitation and the future study following the investigation of CAVE and the introduction of applicable examples in abroad.

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Development of Scarf Textile Design and the Scarf-Making by Using Art Works of SHIN SA-IM-DANG -Focusing on Grass and Insect painting- (신사임당의 예술작품을 활용한 스카프 직물디자인 개발 및 제작 -초충도를 중심으로-)

  • Jung, Jin-Soun
    • The Journal of the Korea Contents Association
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    • v.14 no.8
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    • pp.84-94
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    • 2014
  • Among artworks of Shin Sa-Im-Dang, 'grass and insect painting' was drawn the rustic materials that cannot be seen without a loving attention because they are too small and insignificant creatures. Likewise, 'grass and insect painting' is work that can feel the wonder of life, simplicity, and womanly sensitivity unique. Therefore, beauty of Korea can be found through the works. It needs to develop high value-added culture products with her works which contained this unique beauty of Korea and artistic soul. In this study, I tried to develop the scarf textile designs which had Korean sentiment with the Shin Sa-Im-Dang's 'grass and insect painting' and to make the scarves with the textile designs developed. For the purpose, theoretical examination about her art world and artworks was first performed. And then six scarf textile designs which based on them were developed using adobe illustrator 10.0, computer design program. The textile designs developed were printed on 100% silk satin using textile digital printing system. Six scarves were made with them.

Quantitative Evidence on the Uses of the First Person Pronoun (I and We) in Journal Paper Abstracts (논문 초록상 사용되는 일인칭 대명사(I, We)의 수량적 활용도)

  • Kim, Eungi
    • Journal of the Korean Society for information Management
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    • v.32 no.1
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    • pp.227-243
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    • 2015
  • The objective of this research was to quantitatively examine the uses of first person pronouns in academic journal paper abstracts. An approximate total of 144,400 abstracts that comprising of four disciplines (chemistry, computer sciences, social sciences, and medicine) from nine countries (China, Germany, India, Japan, South Korea, France, Spain, United Kingdom, and U.S.) were quantitatively examined. By exploring the use of first person pronoun in abstracts, this paper examined the current practices among academics in the world. The results indicate the norms of each author's country and the norms of each discipline. Furthermore, the frequency-count result of this study contradicted viewpoints of academics who disapprove the use of personal person expressions in abstracts. An implication of this study is that there is a need for academics to acknowledge the uses of first person pronoun in the real world before forming personal opinions regarding the first person pronoun.

Exploration of the Emotion for Daily Conversation on Facebook (페이스북 일상담화의 감정 탐색)

  • Hwang, Yoosun
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.1-13
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    • 2016
  • The purpose of this study is to explore the emotions of Facebook. Various types of emotions are being exchanged on Facebook. The emotional reactions make the Facebook different from previous electronic bulletin board. According to previous researches, computer-mediated communication can deliver visual symbols and non-verbal cues to enhance the abundance of meanings. Data were collected from 205 Facebook users and the number of users' posts were total 10308. The contents analysis was conducted to explore emotions of the 10308 Facebook posts. The results showed that the most frequent emotion was pleasure. The emotional distributions were different according to the contents types; text, video, photo, and link. For the text content type, emotion of curiosity was apparent and for the photo content type, emotion of love was more frequent than others, and for the video content type, emotion of surprise was salient. The results of the analysis for the shared contents also revealed that pleasure and hope were more frequent emotions than other emotions.

A Study on Production of iPhone-Based Augmented Reality 3D Fashion Fitting Contents (아이폰 기반의 증강현실 3D 패션피팅 콘텐츠 제작에 관한 연구)

  • Tak, Myung-Ja;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.16 no.6
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    • pp.708-719
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    • 2013
  • Purchase of clothes has recently picked up pace at mobile fashion shopping malls. One of the biggest weak points is that consumers can't coordinate clothes. Since individuals increasingly want to make coordination, a fashion coordination system to satisfy the demand should be developed. As the technology of digital clothing which is about reproducing dresses using computer graphic has been activated in the fashion industry, many changes in consumers' life patterns and interests in fashion shopping malls are taking place. Some consumers are increasingly more keenly interested in shopping on the Internet and Smart phones than in offline stores. This study was conducted to understand production of iPhone-based augmented reality fashion fitting contents which is suitable for Koreans' body shape. This system is about designing and materializing UI(User Interface), an augmented reality fitting system, so that users can confirm if they look nice with those fashion items using Smart phones. A new fashion shopping method satisfying user convenience was suggested using the materialized system.

Formative Properties of 3D Animation based on the Theory of Gestalt -Centering of Korean film - (게슈탈트 시지각 이론에 의한 3D 애니메이션의 조형성 -한국 영화 <웰컴투 동막골>을 중심으로-)

  • Kim, Kyung-Eun;Yun, Young-Du
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.279-284
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    • 2006
  • The field of film art to be wised expression as development of Media has grown. Recently, the concern and effort has built up in digital film by Computer Graphics(CG) one of SFX. In this paper, I certified the formative properties based on Gestalt theory and centering best show in 2005. As a result, I confirmed that to insert 3D animation in film can lead fantasy or virtual world unable to be felt in real world, with the intention of producer, and that it was applied to free space not to be restricted making a film of scenes. And I confirmed that the partial modeling animation as the Gestalt theory that gives totality to objects of perception and needs closure can play role of understanding the meaning of film.

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Intertextuality between Comics and Films : A Case Study of (만화의 영화로의 전환 : 영화 <식객>의 사례연구)

  • Park, Seung-Hyun;Lee, Yun-Jin
    • Cartoon and Animation Studies
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    • s.17
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    • pp.97-115
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    • 2009
  • Most films have not made by original storytelling. They get their storylines and themes from diverse sources such as novels, comics, performing arts, and previous film products. Comics have become a primary source for film production since 1960s in such nations as Japan and USA. In the contemporary period, this becomes a more visible trend in many countries including Korea, China, and France. Unlike novel, comics combine words with images. Since a comic strip isa graphic medium in which visible images are created in order to express a sequential narrative, it seems more relevant when films adapt original comics in order to recreate new products. The progress of 3D graphics technology enables film creators to realize imagined images in screen, most of which were once imagined only in comics. Keeping an eye on the strength of comics, this study tries to tries to investigate the relationship between a comic strip and its adaptation to film. It will firstly discuss the cases of comics in Korea, which are adapted to film in Korea. And this study will discuss "Le Grand Chef"as a case study in order to investigate what is the difference between original comics and film adaptation.

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