• Title/Summary/Keyword: Computer Graphic Design

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A Study on artificial lighting source using X3D (X3D를 이용한 인공조명에 관한 연구)

  • Park, Gyung-Bae;Kang, Kyung-In
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.3
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    • pp.111-119
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    • 2010
  • An artificial light source has a character that a light emits from a point to all directions with many radial and straight ray shapes. It is very difficult and complex to render those emitting lights. Also, users have difficulty in expressing exactly 3D objects because of colors varying with changing of a light and having many parameters. In this paper, to solve those problems we design an artificial light source using X3D to create a model that represents easily many radial and straight ray shapes and propose the online system that each factors of colors to be reflected by a light is separated and then users can control them to detect object's colors by a mouse. Various light sources with reality can be easily created using proposed system.

Design and Implementation of GIS Based Automatic Terrain Analysis System for Field Operation

  • Kim, Kyoung-Ok;Yang, Young-Kyu;Lee, Jong-Hoon;Choi, Kyoung-Ho;Jung, In-Sook;Kim, Tae-Kyun
    • Korean Journal of Remote Sensing
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    • v.10 no.2
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    • pp.121-132
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    • 1994
  • A GIS based tactical terrain analysis system named ATTAS(Army Tactical Terrain Analysis Software) has been designed and implemented to support the field commanders for enhancing the capabiliy of their unit and efficiency of weapon system. This system is designed to provide computer graphics environment in which the analyst can interactively operate the entire analyzing process such as selecting the area of interest, performing analysis functions, simulating required battlefield operation and display the results. This system can be divided into three major sections; the terrain analysis modules, utilites, and graphic editor. The terrain analysis module inclused surface analysis, line of sight analysis, enemy disposition, 3D display, radar coverage, logistic route analysis, shortest path analysis, atmospheric phenomena prediction, automated IPB (Inteligence preparation of Battlefield), and other applied analysis. A combination of 2D and 3D computer graphics techniques using the X-window system with OSF/Motif in UNIX workstation was adopted as the user interface. The integration technique of remotely sensed images and GIS data such as precision registration, overlay, and on-line editing was developed and implemented. An efficient image and GIS data management technique was also developed and implemented using Oracle Database Management System.

A Study on UI Design of Social Networking Service Messenger by Using Case Analysis Model

  • Youn, Jong-Hoon;Seo, Young-Ho;Oh, Moon-Seok
    • Journal of information and communication convergence engineering
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    • v.15 no.2
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    • pp.104-111
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    • 2017
  • The visual presentation is one key feature which gives much consideration in designing mobile applications as it acquires attention from the end user. It takes only a few milliseconds to form an impression on a person and this is not any different to the web and mobile application designs. The first few milliseconds are a crucial time for developers as the impression produced would indicate further engagement of the service. Developers should continuously update the designs based on human needs. A few of these contents have actually paved its way to being continuously used. By synthesizing results of preceding researchers, this paper considers layout, color, and font as UI design elements of SNS messenger, and illustration and animation as the graphic image of it. In this study, the preference for messaging application chat layout was being surveyed and analyzed. As a result, there has been little significance identified since the instant messaging, so chat layout shows very minimal variance in their design.

A Computer-Aided Design Program of Man-in-Cab for Heavy Construction Vehicle (인체모델을 이용한 중장비 운전실 설계용 CAD 프로그램)

  • Son, Kwon;Lee, Hee-Tae
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.20 no.11
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    • pp.3525-3537
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    • 1996
  • This paper presents a CAD program develpoed on a microcomputer in order to support graphic and computational assessment of ergonomic problems associated with the design of a man-in-cab system. The program is coded to help workspace designers with ergonomic evaluations needed in the design stage. This paper proposed a biomechanical -ergonomic evaluations needed using man and workplace models. The human model is developed to have dimensions obtained from the Korean anthropometric data reported in 1992. Its graphical representation is based on a wire-frame model but, whenever necessary, body segments can be represented by a solid model with hidden line/faces removed and shaded. Workplace models are presented for cabs of the excavator, one of the most popular construction vehicles. A workplace model consists of an operator seat, a steering wheel. two control levers, two pedals, and a control panel. The workplace elements can be modified in their sizes, positions, and orientations by changing the reference point and design parameters. An algorithm for the view test is suggested and loaded to provide a visual evaluaiton of the overall layout of a workplace model.

User Centered Interface Design of Web-based Attention Testing Tools: Inhibition of Return(IOR) and Graphic UI (웹 기반 주의력 검사의 사용자 인터페이스 설계: 회귀억제 과제와 그래픽 UI를 중심으로)

  • Kwahk, Ji-Eun;Kwak, Ho-Wan
    • Korean Journal of Cognitive Science
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    • v.19 no.4
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    • pp.331-367
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    • 2008
  • This study aims to validate a web-based neuropsychological testing tool developed by Kwak(2007) and to suggest solutions to potential problems that can deteriorate its validity. When it targets a wider range of subjects, a web-based neuropsychological testing tool is challenged by high drop-out rates, lack of motivation, lack of interactivity with the experimenter, fear of computer, etc. As a possible solution to these threats, this study aims to redesign the user interface of a web-based attention testing tool through three phases of study. In Study 1, an extensive analysis of Kwak's(2007) attention testing tool was conducted to identify potential usability problems. The Heuristic Walkthrough(HW) method was used by three usability experts to review various design features. As a result, many problems were found throughout the tool. The findings concluded that the design of instructions, user information survey forms, task screen, results screen, etc. did not conform to the needs of users and their tasks. In Study 2, 11 guidelines for the design of web-based attention testing tools were established based on the findings from Study 1. The guidelines were used to optimize the design and organization of the tool so that it fits to the user and task needs. The resulting new design alternative was then implemented as a working prototype using the JAVA programming language. In Study 3, a comparative study was conducted to demonstrate the excellence of the new design of attention testing tool(named graphic style tool) over the existing design(named text style tool). A total of 60 subjects participated in user testing sessions where their error frequency, error patterns, and subjective satisfaction were measured through performance observation and questionnaires. Through the task performance measurement, a number of user errors in various types were observed in the existing text style tool. The questionnaire results were also in support of the new graphic style tool, users rated the new graphic style tool higher than the existing text style tool in terms of overall satisfaction, screen design, terms and system information, ease of learning, and system performance.

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Design and Implementation of 3D Visualization System for Real-time Environmental Sensor Data (실시간 환경 센서 데이터의 3차원 시각화 시스템 설계 및 구현)

  • Kim, KyeongOg;Ban, KyeongJin;Ryu, NamHoon;Kim, EungKon
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.783-787
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    • 2007
  • Although data analysis in earlier days had been sufficiently done only by character user interface, users of these days are more used to the graphic user interface and the requirements for the user interface are gradually varying and increasing. In order to meet users' various wants and needs and to develop well-equipped interface, not only software developers but also professional designers who can complement the technique of the developers are needed. But in reality there are many restrictions and difficulties for developers and designers to work together cooperatively. Moreover, developing user interface in use of 3D type of graphics and animation techniques causes the rise of the developing cost. The thesis attempts to design and implement 3D visualization for real-time sensor data collected by the various environmental sensor and measuring devices, by using WPF (Window Presentation Foundation) which can make both developers and designers work together cooperatively and which makes it possible to implement various multimedia functions such as a 2D and 3D type of graphics, animation techniques, and an acoustic effect.

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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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Development of $K-BEtest^{\circledR}$, a Computer Program for the Analysis of Bioequivalence ($K-BEtest^{\circledR}$, 새로운 생물학적 동등성 시험 통계처리 프로그램의 개발)

  • Lee, Young-Joo;Choi, Jung-Ho;Song, Sae-Heum;Seo, Chul-Hwan;Kim, Dong-Sup;Park, In-Sook;Choi, Ki-Hwan;Na, Han-Kwang;Chung, Suk-Jae;Lee, Min-Hwa;Shim, Chang-Koo
    • Journal of Pharmaceutical Investigation
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    • v.28 no.4
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    • pp.223-229
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    • 1998
  • A computer program for personal computers, $K-BEtest^{\circledR}$, was developed to analyze bioequivalence data in accordance with Korean Guidelines for Bioequivalence Test (KGBT). This program is user-friendly, interactive, Hangul-compatible and supports $2{\times}2$ cross-over design as well as $2{\times}2$ Latin square design with various significance levels. This program is able to calculate AUC, $C_{max}$ and $T_{max}$ parameters from the blood drug concentration-time profile of individual subjects and evaluate the parameters statistically for the bioequivalence by ${\pm}20%$ rule, the F-test, the Non-centrality test and 90% confidence intervals. All procedures are supported with graphic interface, interactive menu and outputs in Korean. In this paper, two experimental data sets were analyzed by the program and detailed process was demonstrated. The $K-BEtest^{\circledR}$ program appears to be very effective for analyzing bioequivalence data and can be widely used with convenience and accuracy.

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Early Virtual Studio Use Case Study: Focusing on domestic election broadcasting in the mid-1990s (초기 가상스튜디오 활용 사례 연구: 1990년대 중반 국내 선거방송을 중심으로)

  • Nah, So-Mi
    • Journal of Industrial Convergence
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    • v.20 no.1
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    • pp.53-62
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    • 2022
  • The election broadcast began utilizing virtual studios in the mid-1990s. In 1996, SBS's virtual studio was evaluated as an innovation in Korean broadcasting technology that introduced the world's first virtual studio. However, there have been cases where KBS and MBC named it a virtual studio and used it for election broadcasting. Various CG (Computer Graphics) case studies of election broadcasting have been conducted since the 2000s, but the initial research is inadequate. Therefore, this paper complements existing research by analyzing the cases of the mid-1990s when they actually started using virtual studios. Beginning with SMOCKEY (KBS) and MAGICII (MBC) in 1995, we presented the initial model of the virtual studio, and then with SBS Virtual Studio, each broadcasting company evolved into the names Dream Studio (KBS) and Space 21 Studio (MBC). As a result of the analysis, it was found that the election broadcast is a chart showing the data and the winning prediction, and that the election broadcast was the trigger to compose the story based on the introduction of the virtual studio. It is a form of historical research dealing with the value of the early virtual studios in this paper. It is meaningful to see the process of Remediation.

Latest Information Technologies in the UK Adults Education System

  • Tverezovska, Nina;Bilyk, Ruslana;Rozman, Iryna;Semerenko, Zhanna;Orlova, Nataliya;Vytrykhovska, Oksana;Oros, Ildiko
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.25-34
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    • 2022
  • Today, further education of adults in the UK is one of the developing areas of continuing education. The Open University with distance learning, in the process of which innovative forms and methods based on computer and telecommunication technologies are used, is particularly successful in the organization of additional education of the adult population. The advantages of distance learning, multimedia - the latest information technologies, which provide the combination of graphic images, video, sound with the help of modern computer tools, are noted. The basic principles and forms underlying the technologies and forms of work with the elderly are defined. The international experience of implementing "Universities of the Third Age" is summarized. The most widespread approach in adult education in Great Britain is informational. The use of computer technologies motivates a new paradigm in educational methods and strategies, which requires new approaches, forms of learning, and innovative ways of delivering educational materials to adult learners. Information technologies have gained great popularity in such activities as distance learning, online learning, assistance in the education management system, development of programs and virtual textbooks in various subjects, online search for information for the educational process, computer testing of students' knowledge, creation of electronic libraries, formation of a single scientific electronic environment, publication of virtual magazines and newspapers on pedagogical topics, teleconferences, expansion of international cooperation in the field of Internet education. The information technology of synchronous distance learning "online" has gained considerable popularity in the educational process today. A promising direction is the use of multimedia technologies in educational activities to create a design of a virtual computer environment by decoding audiovisual information.