• Title/Summary/Keyword: 영상완성

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Efficient Fluid Simulation through Various User Design-type Emission Control Solutions (사용자 설계형의 방출 제어 솔루션을 통한 효율적인 유체 시뮬레이션 구현)

  • Hwang, Min-Sik;Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.197-204
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    • 2018
  • The realistic Visual Effects using fluid simulation in 3D computer graphics are operated as important factors to improve the quality of images. The process of creating realistic motions of water, fire, explosion by controlling each property of fluid is called fluid simulation. In general, the creation of a fluid simulation concentrates on the main simulation work phase, however an effective method for initial set up is important for the main simulation work. The purpose of this study is to analyze the factors involved in the initial emission motion and shape of fluid and propose methods that can efficiently apply this into the initial set up. For the process of the research, first, problems are raised based on related researches, and second, two experiments, 'Dynamic Fluid Emitter Creation' and 'User Design Type Emission Velocity Solution', are conducted for more effective fluid simulation. Through this research, the effective fluid simulation of initial set up phase will be suggested through the user design-type emission control solutions.

Application method of cultural heritage contents exhibition combining augmented reality technology (증강현실 기술을 결합한 문화유산콘텐츠의 전시활용)

  • Kang, Jae-Shin
    • Journal of the Korea Convergence Society
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    • v.8 no.5
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    • pp.137-143
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    • 2017
  • Augmented reality makes people feel realistic and reduces the damage to cultural properties that can come into contact with the actual cultural heritage. Augmented reality has the advantage that it can show the past appearance of the historical building or relics, the environment, or related information in addition to the current real environment. Despite these values ​and advantages, As a result of researches and analyzes of the Augmented Reality contents of the National Museum, 'palace in my hand', and the Miruksa project In the field of domestic cultural heritage warriors, augmented reality technology has shown a very negative attitude such as simply showing cultural heritage content or using it as a guide. However, various conditions such as display and sensor hardware and technology needed to realize augmented reality more effectively are improving day by day. And If you have various facilities such as the idea of ​adding storytelling to the exhibits and WiFi building, In the near future, it will be equipped with a display system of cultural heritage contents that combines augmented reality with a more complete one.

Recognition of Various Printed Hangul Images by using the Boundary Tracing Technique (경계선 기울기 방법을 이용한 다양한 인쇄체 한글의 인식)

  • Baek, Seung-Bok;Kang, Soon-Dae;Sohn, Young-Sun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.13 no.1
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    • pp.1-5
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    • 2003
  • In this paper, we realized a system that converts the character images of the printed Korean alphabet (Hangul) to the editable text documents by using the black and white CCD camera, We were able to abstract the contours information of the character which is based on the structural character by using the boundary tracing technique that is strong to the noise on the character recognition. By using the contours information, we recognized the horizontal vowels and vertical vowels of the character image and classify the character into the six patterns. After that, the character is divided to the unit of the consonant and vowel. The vowels are recognized by using the maximum length projection. The separated consonants are recognized by comparing the inputted pattern with the standard pattern that has the phase information of the boundary line change. We realized a system that the recognized characters are inputted to the word editor with the editable KS Hangul completion type code.

A Study on Enhancing Emotional Engagement in Learning Situation - Based on Development Case of English Learning Serious Game 'Word Collectrian' (학습 장면에서 감정 개입을 촉진하기 위한 기능성 게임의 활용 - 단어 시각화 기반의 영어 학습용 기능성 게임 '워드 콜렉트리안' 제작 사례를 바탕으로)

  • Lee, Haksu;Doh, Young Yim
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.95-106
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    • 2012
  • Emotion is very important feature in educational situation. Because it has high influence to memory, educational achievement, motivation. This study tried to find out possibility of serious game as emotional engagement tool in educational situation. We did our pilot experiment to elementary school students who are english as second language. In this L2 learning situation, we did our basic experiment with English language learning serious game called 'Word Collectrian". Word Collectrian has some features for emotional engagement. It has interaction for dynamic word visualization, providing context video for word usage, putting visualized word on learner's virtual home. According to experimental result, word Collectrian has possibility for educational achievement and emotional engagement effect.

Fast mode decision by skipping variable block-based motion estimation and spatial predictive coding in H.264 (H.264의 가변 블록 크기 움직임 추정 및 공간 예측 부호화 생략에 의한 고속 모드 결정법)

  • 한기훈;이영렬
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.40 no.5
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    • pp.417-425
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    • 2003
  • H.264, which is the latest video coding standard of both ITU-T(International Telecommunication Union-Telecommunication standardization sector) and MPEG(Moving Picture Experts Group), adopts new video coding tools such as variable block size motion estimation, multiple reference frames, quarter-pel motion estimation/compensation(ME/MC), 4${\times}$4 Integer DCT(Discrete Cosine Transform), and Rate-Distortion Optimization, etc. These new video coding tools provide good coding of efficiency compared with existing video coding standards as H.263, MPEG-4, etc. However, these new coding tools require the increase of encoder complexity. Therefore, in order to apply H.264 to many real applications, fast algorithms are required for H.264 coding tools. In this paper, when encoder MacroBlock(MB) mode is decided by rate-distortion optimization tool, fast mode decision algorithm by skipping variable block size ME/MC and spatial-predictive coding, which occupies most encoder complexity, is proposed. In terms of computational complexity, the proposed method runs about 4 times as far as JM(Joint Model) 42 encoder of H.264, while the PSNR(peak signal-to-noise ratio)s of the decoded images are maintained.

Qualitative Analysis of IT fused Mentorship Project Performance with Gifted Secondary Students in Information Science Class (정보 영재반 중학생들의 IT 융합 사사 프로젝트 수행에 관한 질적 분석)

  • Jun, Youngcook
    • The Journal of Korean Association of Computer Education
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    • v.19 no.4
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    • pp.45-58
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    • 2016
  • This paper tried to analyze cases of one year team-based project of gifted students who spent two year programs in a math-IT integrated class as part of formative evaluation and extracted the factors associated with future enhancement for the program. The researcher as an advisory professor tried to guide the students as minimally as possible considering their levels of IT skills so that they could self-directedly perform the IT-fused project on a team basis. The data collection included documents, annual report, photos, video, artifacts and interview data with the students for the whole team project carried out between February and December, 2015. The overall pattern of the project activities has been stabilized in the middle of the course compared to the initial stages of brainstorming and design work even though the students revealed the differences of their programming skills and preferences toward the project theme. Their project outcomes were qualitatively analyzed according to the 9 steps of R&E model and has shown individual differences according to low, middle and high level. At the end, the analysis suggested several implications for further improvement of the mentorship program.

Construction of Printed Hangul Character Database PHD08 (한글 문자 데이터베이스 PHD08 구축)

  • Ham, Dae-Sung;Lee, Duk-Ryong;Jung, In-Suk;Oh, Il-Seok
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.33-40
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    • 2008
  • The application of OCR moves from traditional formatted documents to the web document and natural scene images. It is usual that the new applications use not only standard fonts of Myungjo and Godic but also various fonts. The conventional databases which have mainly been constructed with standard fonts have limitations in applying to the new applications. In this paper, we generate 243 image samples for each of 2350 Hangul character classes which differs in font size, quality, and resolution. Additionally each sample was varied according to binarization threshold and rotational transformation. Through this process 2187 samples were generated for each character class. Totally 5,139,450 samples constitutes the printed Hangul character database called the PHD08. In addition, we present the characteristics and recognition performance by an commercial OCR software.

Mobile Object Tracking Algorithm Using Particle Filter (Particle filter를 이용한 이동 물체 추적 알고리즘)

  • Kim, Se-Jin;Joo, Young-Hoon
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.4
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    • pp.586-591
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    • 2009
  • In this paper, we propose the mobile object tracking algorithm based on the feature vector using particle filter. To do this, first, we detect the movement area of mobile object by using RGB color model and extract the feature vectors of the input image by using the KLT-algorithm. And then, we get the first feature vectors by matching extracted feature vectors to the detected movement area. Second, we detect new movement area of the mobile objects by using RGB and HSI color model, and get the new feature vectors by applying the new feature vectors to the snake algorithm. And then, we find the second feature vectors by applying the second feature vectors to new movement area. So, we design the mobile object tracking algorithm by applying the second feature vectors to particle filter. Finally, we validate the applicability of the proposed method through the experience in a complex environment.

컴퓨터 Animation의 임펙트(Impact)한 표현의 사례에 관한 연구(Softimage 3D Animation을 중심으로)

  • 김정반;김관음
    • Archives of design research
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    • v.21
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    • pp.173-182
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    • 1997
  • Technology represented by computers has made a ne w word, communication technology, and now we are at the time of opening New-Media, Multimedia, which sou nd a little unfamiliar. As the use of computers in produ cing movies, games and advertising commercial films in creases, very realistic and various transmission of infor mation is possible. This study has a purpose to suggest some possibilitie s by using softimage 3D Animation operated in the wor kstation which has an excellent function in producing co mputer animation Frist of all, I grasped the contents of light and textur e for an effective expression, the characteristics and ere ation methods of Motion Module which is the base of S oftimage 3D, and suggested general using plan through some examples of impact expression in computer animat ion to plan more lively production of computer artists, a nd produce quality products by grasping the adaptability and merits and demerits of the technique

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The Biometric based Convertible Undeniable Multi-Signature Scheme (바이오정보 기반 전환 부인봉쇄 다중서명 기법)

  • Yun, Sung-Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.5
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    • pp.1670-1676
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    • 2010
  • It is easy to reproduce and manipulate the digital contents. It's difficult to distinguish the original contents with a pirate one. A digital signature scheme is used to protect the contents author's ownership and to provide secure contents distribution. Generally, the digital contents is completed with many authors' help. It's necessary to apply a cryptographic method for protecting co-authors' rights and interests. In this paper, the biometric based convertible undeniable multi-signature scheme is proposed. In the proposed scheme, keys are generated by using a signer's biometric data. Consigning the private key to another signer is infeasible. Signers must participate in signature generation and verification stages. Our scheme also provides signature conversion protocol in which the undeniable signature is converted to the ordinary one. For applications, we show how the proposed scheme is used to protect co-authors' rights and to distribute the contents securely.