• Title/Summary/Keyword: 이미지프로세스

Search Result 193, Processing Time 0.024 seconds

Structualized Process Research of Efficiency in Background Concept Art Production (게임 배경 원화 제작의 효율성을 위한 구조화 된 제작 프로세스 연구)

  • Kim, Ju-Min;Paik, Chul-Ho
    • Journal of Korea Game Society
    • /
    • v.20 no.1
    • /
    • pp.3-12
    • /
    • 2020
  • This paper proposes a structure based on a production method of concept art focused on the player's experience through a module by using the game aesthetics of the MDA framework. And also a partially automated process established in concept art production by using the 'Adobe Color image color extraction' as a tool in the work production process. This paper proposed a work process of not just a personal expression but a systematic molding expression to use, and this could see as the various possibilities of game concept art productions.

The effect of residence hotel IT system on long term business performance (레지던스 정보시스템이 장기 비즈니스 운영에 미치는 영향에 관한 연구)

  • Kim, Hyo-Kyung;Moon, Jae-Young;Lee, Won-Hee;Im, Kwang-Hyuk
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2017.07a
    • /
    • pp.184-185
    • /
    • 2017
  • 본 연구는 최근 관광산업에서 많은 영향을 차지하고 있는 레지던스산업에 있어서 업무프로세스, 레지던스내부전략이 레지던스 내부고객만족에 어떠한 영향을 주는지를 살펴보고자 하는 연구이다. 최근 서비스산업은 전 세계 산업의 70%이상을 차지하고 있으며 이중 관광산업의 경우 그 비중이 나날이 커져가고 있다. 특히 관광산업의 경우 단순히 관련 산업의 성장뿐만 아니라 국가 이미지 개선, 외화획득 등 국가의 브랜드 개선에 많은 역할을 수행하고 있다. 우리나라의 경우에도 방문하는 외국인관광객의 수가 매년 중가추세이며 특히 관광이 아닌 비즈니스의 목적으로 방문하는 수도 동반적으로 상승하고 있다. 이렇듯 비즈니스를 위해 방문하는 해외방문객이 주로 머무는 곳이 레지던스호텔이며 레지던스호텔을 이용하는 방문객이 증가하기 위해서는 내부고객인 종업원 만족이 선행되어져야 한다고 할 수 있다. 이에 본 연구는 우리나라에 소재하고 있는 레지던스호텔들이 장기적인 비즈니스 성과를 거두기 위해 어떠한 운영방식이 필요한지에 대해 종업원만족, 업무프로세스, 전략 등의 요인들을 통해 알아보고자 한다.

  • PDF

Case Study for Fingerprint ID Doorlock Design Development (지문인식도어락 디자인 개발 사례연구)

  • 서수웅
    • The Journal of the Korea Contents Association
    • /
    • v.4 no.3
    • /
    • pp.115-123
    • /
    • 2004
  • This study suggests the output of the fingerprint doorlock design development through the structured methodology of concept selection in the process of design development, after characterizing the doorlock product itself. All of the early phases of product development are very important on eventual product success. Concept selection is the process of evaluating concepts with respect to customer needs and other criteria, comparing the relative strength and weaknesses of the concepts, and selecting one or more concepts for further investigation or development. To obtain the ideal concept o( new product, this work used a two-stage concept selection methodology which consist of concept screening and concept scoring. As a result, this study represents the fixed design rendering for mass production.

  • PDF

A Study on Producing Key Visuals Which are Motivated by the Ancient Myth of Goguryeo (고구려 고대신화를 모티브로 하는 키비주얼제작 연구)

  • Han, Myung-Hee;Kang, Tae-Wan;Kim, Chee-Yong
    • Journal of Digital Contents Society
    • /
    • v.10 no.2
    • /
    • pp.177-188
    • /
    • 2009
  • The paper starts off with a notion that the most realistic problem in restoring cultural contents' archetype and developing contents industry based on it is the lack of understanding and production about key visual. Thus, with the premise that, in visualizing ancient fantasy as an original archetype subject material, one has to take into account design process for an actual content production, the paper aims for the suggestion of the necessity of key visual through visualization. For this, the paper made an artwork of archetype image based on literature and historical data with which to visualize fantasy elements of Goguryeo's ancient myth and tales that have high utilization value as various subject matters, such as animation and games.

  • PDF

Implementation of Wavelet-based detector of Microcalcifications in Mammogram (맘모그램에서 마이크로캘시피케이션을 검출하기 위한 웨이블릿 검출기의 구현)

  • Han, Hui Il
    • Journal of the Institute of Electronics Engineers of Korea SP
    • /
    • v.38 no.4
    • /
    • pp.1-1
    • /
    • 2001
  • 본 논문에서는 웨이블릿 변환을 멀티스케일 매치 필터의 관점에서 해석하고, 이를 위하여 마르코프 랜덤 필드에 묻혀있는 가우시안 형태의 작은 물체를 검출하는 이론적 근거를 제시하며, 이의 응용으로 맘모그램에 존재하는 마이크로캘시피케이션을 검출하는 알고리즘을 제안한다. 검출하고자 하는 물체가 가우시안 형태이고 그 스케일이 웨이블릿 변환에 의해 계산된 것과 일치하며, 그 주변의 잡영이 마르코프 프로세스이면, LoG(Laplacian of Gaussian) 웨이블릿은 멀티스케일 매치 필터로 작용하며, 적절한 디테일 이미지를 단순히 이진화함으로써 최적의 검출기를 구현할 수 있다. 그런데, 마이크로캘시피케이션은 정확한 가우시안 형태를 갖지 않고, 게다가 맘모그램의 배경이미지도 마르코프 프로세스라는 가정에서 벗어난다. 이러한 불일치를 해결하기 위하여, 본 논문에서는 멀티스케일 웨이블릿 계수에서 추출한 특징벡터를 Hotelling observer에 입력하여 처리함으로써 이를 보상하고자 하였다.

A Study on Product Design Process in Digital Environment A Comparative Analysis of Image Evaluation and Design Factors in Internet Environment and Reality Environment (디지털 환경 하에 제품디자인 프로세스 연구 -인터넷 환경과 현실 환경에서의 제품디자인 이미지 평가 및 디자인 요소 비교분석-)

  • 윤형건
    • Archives of design research
    • /
    • v.13 no.3
    • /
    • pp.123-134
    • /
    • 2000
  • Electronic commerce in digital environment is greatly different from the commerce in physical environment in the past (reality environment) in terms of marketing, distribution structure and, above an, comsumers'purchase pattern. The Old purchase pattern is that a consumer buys a product after s/he touches, tests, and feels it physically, while the purchase pattern in electronic commerce enables the comsumer to make a decision about whether to buy it or not through the information gleaned from the computer monitor screen. A number of products which appears in the market now are designed to use the reality environment setup without consideration of the digital environment, of which the intention is to appeal to consumers with a series of design process. However, taking under consideration the present situation in which lots of electronic commerce are made in the cyber space or digital environment, we are required to forward the product design which can gains the positive attraction for consumers in this environment. Factor analysis is made in order to understand how the subjects perceive the image of the design of the product both in reality situation and in digital environment. The result shows the first factor has different images in those environments. In the background of this conclusion rests the fact that the difference of the transfer of formative factors to consumers is made in the images which show themselves in those different environments.

  • PDF

Visual Extensions on Brand Using Secondary Images of Animation - Focused on Disney's The Jungle Book and Alice in Wonderland (애니메이션의 2차 이미지를 활용한 브랜드의 시각적 확장 - 디즈니 정글북과 이상한 나라의 엘리스 사례를 중심으로)

  • Kim, Kyong-Ju
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.5
    • /
    • pp.262-272
    • /
    • 2017
  • This study will analyze a case that utilizes not just the characters, which are a primary licensing component in traditional animation licensing, however secondary images such as animation backgrounds, and one that has visually extended their brand. Secondary image plays an important role in developing the narration of the animation, and provides the space where the narrative takes place. It also gives important clues for the characters to be able to develop a narrative, through its chronological and geographical dimensions. This study distinguishes the components that can be used in the licensing process of an original animation into primary usage and secondary usage, and defines the scope of each. Focused on two collaboration cases, Disney's The Jungle Book & KENZO, and Disney's Alice in Wonderland & Marc by Marc Jacobs, It investigates the relationship of visual utilization between the expressive components related to secondary usage in the collaborative case of licensing, and the actual product. This study found the possibility of secondary images as a vehicle to deliver brand identity. As the spectrum of licensing elements is extended, it is necessary to develop an alternative licensing system for the new process of collaboration.

Structure, Method, and Improved Performance Evaluation Function of SRCNN and VDSR (SRCNN과 VDSR의 구조와 방법 및 개선된 성능평가 함수)

  • Lee, Kwang-Chan;Wang, Guangxing;Shin, Seong-Yoon
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.25 no.4
    • /
    • pp.543-548
    • /
    • 2021
  • The higher the resolution of the image, the higher the satisfaction of the viewers of the image, and the super-resolution imaging has a considerable increase in research value among the fields of computer vision and image processing. In this study, the main features of low-resolution image LR are extracted mainly using deep learning super-resolution models. It learns and reconstructs the extracted features, and focuses on reconstruction-based algorithms that generate high-resolution image HR. In this paper, we investigate SRCNN and VDSR in a super-resolution algorithm model based on reconstruction. The structure and algorithm process of the SRCNN and VDSR model are briefly introduced, and the multi-channel and special form are also examined in the improved performance evaluation function, and understand the performance of each algorithm through experiments. In the experiment, an experiment was performed to compare the results of the SRCNN and VDSR models with the peak signal-to-noise ratio and image structure similarity, so that the results can be easily judged.

A Study in the Design Process management (디자인 프로세스 매니지먼트에 관한 연구)

  • 홍정표
    • Archives of design research
    • /
    • v.20
    • /
    • pp.243-250
    • /
    • 1997
  • In these day, design process has not only visual and industrial departments but also there is an important part which is marketing. Elements of design process are not in accordance with the product and the circumstance of a company but a fundamental role of process is conformed. Moreover, design process is applied in accordance with the character of product and company. In this study, it is based on the concept of home appliances and also can be used in practical work so that there is four stages which are suggested to use for design process. These are planning & visual expression, idea development & expression, presentation & decision and check & control. As a way of development for the management in the design process, firstly, it has to be expressed the identity and the originality of a product, goods and a design strategy. Secondly, product directors should participate in the whole activities of a company, the planning of sales and the process of a design. Thirdly, designers should develop a new communication way so that the manager can be understand easily for a presentation. Finally. it should be systematized to improve the efficiency of design process by introducing various technical management.

  • PDF

Algorithm Development for Effective Material Management in High-Rise Building Constructions (알고리즘 개발 연구방법론 기초연구 - 초고층 공사에서의 물류효율화를 위한 장비간 통신 방법 모델설정을 중심으로)

  • Cho, Chang-Yeon;Kwon, Soon-Wook;You, Seuk-Joon;Lee, Joo-Hyung
    • Proceedings of the Computational Structural Engineering Institute Conference
    • /
    • 2009.04a
    • /
    • pp.230-233
    • /
    • 2009
  • 3D(Difficult, Dirty, Dangerous) 산업의 대표적인 산업으로 인식되는 건설업은 현재 노무기능인력의 고령화와 신규 기능인력 육성의 어려움이라는 문제에 당면하였으며, 이러한 3D 산업이라는 이미지의 탈피 및 노동집약적 사업구조에 대한 변화에 대한 대안으로써 타산업과의 융복합을 통한 이미지 쇄신 및 생산성 향상을 위해 자동화 및 정보화를 위한 노력을 경주하고 있다. 본 연구에서는 건설 자동화 및 정보화를 위한 알고리즘 개발 연구방법론에 대한 기초연구로써, 초고층 공사에서의 물류 효율화를 위한 장비간 통신방법에 대한 모델을 설정하고, 해당 모델에 대해 적용 가능한 알고리즘을 도출하는 프로세스를 규명함으로써, 건설 자동화 및 정보화 연구를 진행하는 단계에서 최적화(Optimization)를 위한 알고리즘 규명에 대한 방안을 제시하고자 한다.

  • PDF