• Title/Summary/Keyword: 시각적 확장

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3D Visualization for Flight Situational Awareness using Google Earth (구글 어스를 이용한 비행 상황인식을 위한 3차원 시각화)

  • Park, Seok-Gyu;Park, Myeong-Chul
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.12
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    • pp.181-188
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    • 2010
  • This paper proposes 3D visualization systems for the real-time situation awareness and a state information of the aircraft. This system was embodied with OpenGL and the Google Earth of web base using situation data of the aircraft. The existing system has problem which speed decrease and visible restricted map because massive data of terrain and satellite photo. This system is supports the visualization tool which is economic and entire area for a real-time situation awareness with minimum flight information using Open-API of the Google Earth. Also provides a visible convenience to expansion-view using multiple location information. This research result could be used to system for the situation awareness of the aircraft from web environment.

A study on the 'Fun' in Hangul Iconicity (한글 도상성에 나타난 '재미'에 관한 연구)

  • Park, Young-Won
    • 기호학연구
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    • no.54
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    • pp.65-92
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    • 2018
  • Hangul 's iconicity based on the scientific creation principle makes it possible to expand into various designs. 'Fun' is a factor for success in the cultural contents industry. Through the design process, it is possible to apply fun elements to the design of cultural contents to meet the purpose. The characteristics of Hangul icons that can be used in cultural contents design, the concept of 'fun', the inducing factors of fun and the production methods of visual fun are summarized. The production method of visual fun has suggested the same way as the design humor creation method in visual communication design. 10 types of examples of Hangul in relation to visual 'fun' have been analyzed by the semiotic approach. This suggests a design methodology for the creation of fun elements that utilize Hangul Iconicity in cultural contents design in the future.

A Study on the Visual Descriptions of Landscapes in North Korean Literature (북한 문헌에서 경관의 시각적 서술 경향 연구)

  • Ahn, Jin-Hee
    • Journal of the Korean Institute of Landscape Architecture
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    • v.48 no.6
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    • pp.39-47
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    • 2020
  • This paper interprets the social and cultural significance of the "landscape" in North Korea by exploring the object and context of the text referring to the "landscape" in North Korean literature. To this end, the paper first classified the objects describing "landscapes" in serial publications and newspaper articles by types and grouped them according to trend. As a result, the social and cultural significance of the "landscape" in North Korea can be divided among "Projection Object of Orthodoxy", "Visuality extended to the City" and "Visible Socialist-Fairyland". First, in an article about Baekdusan (Mt. Baekdu), "landscape" was used as a medium to prove the legitimacy of the successor. Next, in the Kim Jong-Un regime, "landscape" was used as a word to describe the visual interactions by human economic activities. Finally, as a way to visualize the achievements in the landscape sector, a term for ranking landscapes such as "Socialist-Fairyland" was adopted during Kim Jong-Un's reign. This can be interpreted as one of the devices visualizing the "landscape" and is clearly distinguished from the past.

Visual Expression Effect by Digitization of Embroidery Design (자수 디자인의 디지털화에 의한 시각적 표현효과)

  • Kyung Ja Paek
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.407-413
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    • 2023
  • The purpose of this study is to provide basic information about various methods to easily affix unique embroidery effects to clothes due to the current expansion of digital fashion technology. A comparison of design techniques using virtual and real clothing was used to show the visual expression of embroidery designs. Actual embroidery motifs were created using a computer embroidery machine, DTP embroidery motifs were made by utilizing digitalization techniques, and digital motifs were produced. Then patch pocket type T-shirts were produced using each embroidery technique to compare the visual expression effects on clothing. The results of this comparison are as follows: for real clothing color (3.5), texture (4.0), gloss (3.8), and thickness (3.5). It was found that the color and thickness of the embroidery floss was visually sufficiently show the design texture and gloss. In terms of the embroidery design on virtual garments, the resutls of color (3.8), texture (4.3), gloss (3.9), and thickness (3.6) showed a high degree of similarity to the non-virtual results, confirming that digitized embroidery motifs are also a tool that can fully realize unique embroidery effect.

Spatio-temporal Visualization of PM10 Flow Pattern Using Gravity Model (중력모델을 적용한 미세먼지 흐름 패턴 시공간 시각화)

  • Lee, Geon-Woo;Yom, Jae-Hong
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.37 no.6
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    • pp.417-426
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    • 2019
  • Conventional visualization of PM (Particulate Matter)10 flows applies superimposition of concentration distribution maps and wind field maps. This method is efficient for small scale maps where only macro flow trends are of interest. However, in the case of urban areas, local flows are difficult to model at micro level using wind fields, and therefore different methods of flow extraction is deemed necessary. In this study, flow information is extracted and visualized directly from the PM10 density data by using the gravity model. This method has the advantage that additional information such as wind field is not necessary for estimating the intensity and direction of PM10 flow. The extracted spatio-temporal flow patterns of PM10 are analyzed with relation to traffic information.

Provision of Effective Spatial Interaction for Users in Advanced Collaborative Environment (지능형 협업 환경에서 사용자를 위한 효과적인 공간 인터랙션 제공)

  • Ko, Su-Jin;Kim, Jong-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.677-684
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    • 2009
  • With various sensor network and ubiquitous technologies, we can extend interaction area from a virtual domain to physical space domain. This spatial interaction is differ in that traditional interaction is mainly processed by direct interaction with the computer machine which is a target machine or provides interaction tools and the spatial interaction is performed indirectly between users with smart interaction tools and many distributed components of space. So, this interaction gives methods to users to control whole manageable space components by registering and recognizing objects. Finally, this paper provides an effective spatial interaction method with template-based task mapping algorithm which is sorted by historical interaction data for support of users' intended task. And then, we analyze how much the system performance would be improved with the task mapping algorithm and conclude with an introduction of a GUI method to visualize results of spatial interaction.

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A Study on Stroke Based Rendering Using Painting Media Profile (페인팅 매체 프로파일을 이용한 스트로크 기반 렌더링에 관한 연구)

  • Seo, Sang-Hyun;Yoon, Kyung-Hyun
    • Journal of Korea Multimedia Society
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    • v.12 no.11
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    • pp.1640-1651
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    • 2009
  • In this paper we introduce a new approach to stroke based rendering using brush stroke profile. Our proposed method, based on image retrieval method, is a simple but flexible and scalable method to create various painting styles, for which scalable database constructed with the collection of real stroke data is used. Input image is reproduced with combinations of brush stoke in the database, when a search process to determinate appropriate brush stroke and a judgment process to decide whether to draw the retrieved brush stroke on the canvas or not are presented. In addition, this paper suggests a new brush stroke model and a depiction technique in order to utilize effective height information which allows natural texture depiction, or good visual effect, without carrying out physical simulation. Our method is able to create diverse variations of painting by controling various user parameters. It also provides scalable framework that can produce various painting styles with different artistic media by changing the stroke combinations of stroke database.

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An Approach Toward Image Access Points based on Image Needs in Context of Everyday Life (일상생활 맥락 정보요구 기반의 이미지 접근점 확장에 관한 연구)

  • Chung, EunKyung;Chung, SunYoung
    • Journal of the Korean Society for information Management
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    • v.29 no.4
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    • pp.273-294
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    • 2012
  • Images have been substantially searched and used due to not only the advanced internet and digital technologies but the characteristics of a younger generation. The purpose of this study aims to discuss the ways on expanding the access points to images by analyzing the needs of users in context of everyday life. In order to achieve the purpose of this study, 105 questions of image seeking in NAVER, which is one of social Q&A services in Korea, were analyzed. For the analysis, a two-dimensional framework with image uses and image attributes were utilized. The findings of this study demonstrate that considerable use purposes on data oriented pole, such as information processing, information dissemination and learning are identified. On the other hand, image attributes from the needs of image show that non-visual aspects including contextual attributes are recognized substantially in addition to the traditional semantic attributes.

An Exploratory Study on the Realistic Expression of Characters (캐릭터의 사실적 표현에 대한 탐색적 연구)

  • Luyuxin, Luyuxin;Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.126-127
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    • 2018
  • Whether it is an online game or a stand alone game, research will ultimately never stop to increase the degree of realistic expression of visual effects. Recently, realistic characters are appearing in games. Particularly, due to the development of virtual reality technology, RPG games with simulation-based realistic images are becoming popular. The player can experience the story of the game in the game and experience difficulty level by level. As other players, teammates, or enemy characters appear as realistic characters, and the episode of the game expands, the importance of realistic game characters is growing so that they can play more. Adding a realistic game character to a game based on a classic movie character gives the player a more realistic and interesting visual experience. The purpose of this study is to investigate the effect of realistic character style on the fun and visual effects of games.

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함부르크와 항구도시의 문화적 정체성

  • Bae, Jeong-Hui
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2011.06a
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    • pp.368-369
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    • 2011
  • 북항 재개발사업에 대한 기대와 관심은 항만시설의 기능성과 효용의 차원과 나란히 지역민의 정체성에도 깊이 뿌리닿아 있는 문제다. 이러한 의미에서 북항의 이슈와 함께 해항도시는 자신의 항구적 문화적 전통과 정체성을 어떻게 유지하며 발전시켜 나가는가라는 근본적이고도 광범위한 의문이 자연스럽게 제기된다. 본 연구에서는 이러한 논의의 확장과 심화를 위해, 독일 함부르크의 사례를 살펴볼 것이다. 함부르크의 슈파이허슈타트와 발린슈타트, 그리고 하펜시티는 도시를 의미하는 슈타트, 시티라는 명칭을 통해서 그 공간이 단지 하나의 건물, 장소에 머무르는 것이 아님을 암시하고 있다. 본 연구는 슈파이허슈타트의 경우는 함부르크 원도시와 일종의 제유법적 관계로서 읽고자 한다. 이러한 의미에서 슈파이허슈타트가 건설된 역사적 사회적 맥락을 논의하고, 이러한 맥락이 어떻게 공간적 시각적으로 확인될 수 있는가를 슈파이허슈타트와 원도심간의 교각을 통하여 확인해 볼 것이다.

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