• Title/Summary/Keyword: Computer Graphic Design

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A study for the establishment of analysis tool for the visible area of three dimensional space - Based on the Raster operation using 3D game engine - (다시점 가시영역 분석도구설정에 관한 기초연구 - 3D게임엔진을 이용한 래스터 연산방식을 중심으로 -)

  • Kim, Suk-Tae;Jun, Han-Jong
    • Korean Institute of Interior Design Journal
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    • v.16 no.5
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    • pp.38-46
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    • 2007
  • In the late 1970s, the method of quantitative and scientific space structural analysis based on graph theory was introduced to the process of space design, which arranges design and functional elements, as relying heavily on intuition could produce errors due to unverified experiences and prejudices of the designer. As the method of space analysis is complex and hard to express visually and requires repetitive operations, it was discussed theoretically only. However, with the development of computer performance and graphic in recent years, visualization became possible. But the method of visual structural analysis of space is at the level of two dimensions and it is not easy to get accurate data when it is applied to limited three dimensional space such as an interior space. For the visual structural analysis of space, this study presents 4 indices including visibility volume level, pure visibility connection frequency, effective visibility connection frequency, and path visibility connection frequency. This study also presents space division using three dimensional arrangement rather than the existing vector operation method and raytracing algorithm at the lattice constant. Based on this, an analysis tool for the visible regions of three dimensional space that is capable of evaluating at multiple points by using three dimensional game engine and presentation tool that allows the analyzer to interpret the data effectively is made. It is applied to 2 prototype models by displacing Z axis, and the results are compared with UCL Depthmap to verify the validity of data and evaluate its usefulness as a multidimensional, multi-view space analysis tool.

A Study on the Face Image to Color of Make-up (색채 메이크업에 의한 얼굴이미지 연구)

  • Song, Mi-Young;Park, Oak-Reon;Ha, Jong-Kyung
    • Fashion & Textile Research Journal
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    • v.7 no.5
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    • pp.527-534
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    • 2005
  • The purpose of this research is to study face images according to color of make-up was made by computer graphic simulation. The various facial images can be helpful for choosing suitable make-up color planning. In order to find out the differences of face images by make-up color, three different foundations and seven eye-shadows, six lips were applied on the round face model. Make-up Image Scale was used the scale of seven point modified the S-D method. Data were analyzed by Varimax perpendicular rotation method, Duncan's Multiple Range Test, Three-way ANOVA. As the result of make-up image perception analysis, a factor structure was divided into mildness, modernness, elegance, unique. The factor of mildness, modernness, unique affected on the foundation color. Foundation color was found out to be influential variable to distinguish color perception abilities. Also, the foundation, eye-shadow, lip color were influenced interactively on the perception of elegance factor. Pink color was important color, influenced on the mildness factor. Gray and purple color were influenced on the modernness factor. Mildness factor was perceived as the most bright foundation but unique factor was perceived as the most dark foundation. Then, the foundation, eye-shadow, lip color were influenced interactively on the perception of facial images. The results can be effectively applied to today's marketing and color design management which is focused on the product's emotional image in customer's mind.

GPU-based Parallel Ant Colony System for Traveling Salesman Problem

  • Rhee, Yunseok
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.2
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    • pp.1-8
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    • 2022
  • In this paper, we design and implement a GPU-based parallel algorithm to effectively solve the traveling salesman problem through an ant color system. The repetition process of generating hundreds or thousands of tours simultaneously in TSP utilizes GPU's task-level parallelism, and the update process of pheromone trails data actively exploits data parallelism by 32x32 thread blocks. In particular, through simultaneous memory access of multiple threads, the coalesced accesses on continuous memory addresses and concurrent accesses on shared memory are supported. This experiment used 127 to 1002 city data provided by TSPLIB, and compared the performance of sequential and parallel algorithms by using Intel Core i9-9900K CPU and Nvidia Titan RTX system. Performance improvement by GPU parallelization shows speedup of about 10.13 to 11.37 times.

A Study on the Production Characteristics of Anaglyph Motion Graphic Images by Digital Camera and Color Compositing (애너그리프(Anaglyph) 3D 입체모션그래픽 제작방법에 대한 연구 : 카메라 포지셔닝과 색상합성법을 중심으로)

  • Hyun, Seung-Hoon
    • Cartoon and Animation Studies
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    • s.14
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    • pp.165-176
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    • 2008
  • In the future there would be many kinds of digital images for many industrial markets. 3D stereoscopic images for variable fields; medical operation, film and animation, broadcasting, internet, game, or design for art and architecture. And many people to work about computer programming, and digital image making will concern about it more and more. However, these kinds works and studies are focused on the professional technical fields like 3D display or computer programming technology so far. To revitalize the market of a variable stereoscopic contents, there should build up the foundation for easy processing of the making stereoscopic images. This paper is based on stereoscopic making skills for anaglyph system. An anaglyph system has an old history about making stereoscopic images, and very simple method to produce the stereoscopic images. Particularly this study is focused on color compositing technique, and camera positioning on the compositing system. It will help optimization of the environments to create 3D motion graphic and animation contents.

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Wireless Controller with Replay Function for the Animatronics Control (애니매트로닉스 모형제어를 위한 반복재생형 무선송수신 제어기)

  • Park, Byoung-Seob;Shin, Jeong-Ho
    • The Journal of the Korea Contents Association
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    • v.8 no.10
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    • pp.45-53
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    • 2008
  • The animatronics technique could be very important fact of technique not only to achieve full completion of visible image but also to offer lots of chances to express images by merging CG, special effects and special devices. In this thesis, we design and implement the Zigbee-based wireless transceiver and communication program to control animal animatronics such as a dog and bear. The wireless control utilizing the Zigbee protocol is that electrically consumption is more small than the Bluetooth and reliability of data transmission is better. The implemented control systems and program have the normal and replay function for control of animal models. This functions and operability are tested by a designed animatronics prototype under the wireless environment.

Implementation of an User Interface Developing Tool for 3D Simulator (3차원 시뮬레이터의 사용자 인터페이스 개발 도구 구현)

  • Yoon, Ga-Rim;Jeon, Jun-Young;Kim, Young-Bong
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.504-511
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    • 2016
  • 3D simulation programs or games on a smart phone and a personal computer have often employed 3D graphic processing techniques and 3D graphical views. However, the user interfaces in those 3D programs have sticked to take a typical 2D style user interface and thus the combination of a 2D user interface view and a 3D simulation view give us a mismatched sense. Since a 2D user interface has been based on the windows controls, it causes sometime DC conflicts between a simulation view and an interface view. Therefore, we will implement the UI developing tool which can be inserted into the pipeline structure for the development of a 3D simulation software and also follows the view-handler design pattern in Microsoft windows system. It will provide various graphical effects such as the deformation of UI depending on the view direction of simulation view and the sitting pose of user. This developing tool gives the natural user interface which heightens the sense of unity with a given 3D simulation view.

Icon Development based on Korean twentieth Mental Model (한국인 20대의 심성모형을 기반으로 한 아이콘 개발)

  • Jeong, Seok-Hyeon;Myeong, No-Hae;Jeon, Yun-U
    • Journal of the Ergonomics Society of Korea
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    • v.23 no.3
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    • pp.39-52
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    • 2004
  • Icons are the main element of the graphic user interface (GUI). They can help users perform effectively on the computer, especially when the icons reflect user`s mental model. However, few studies in Korea represented Korean users` mental models in icon design. The purpose of this study, therefore, was to ascertain whether existing icons agreement with Korean twentieth mental model, and to deduce properties of Korean twentieth mental model. To do that, 10 icons from two commercially available toolbar-icons of word processing programs were compared with the newly developed icons, which were developed to represent Korean user`s mental modelthrough interviews, surveys, and mental model sketches. The results show that five new metaphors were found: a dog-eared part on the bottom right corner new for new document, a magnifying glass for search, a red pencil for spell-check, `+` and `` signs in the magnifying glass for zoom, and a yellow post-it for paste. These new icons were preferred to the existing. Korean twentieth users preferred rather complex and dynamic icons than simple and static ones even though icon development guideline said simple icons are better.

Developing a Simulator of the Capture Process in Towed Fishing Gears by Chaotic Fish Behavior Model and Parallel Computing

  • Kim Yong-Hae;Ha Seok-Wun;Jun Yong-Kee
    • Fisheries and Aquatic Sciences
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    • v.7 no.3
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    • pp.163-170
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    • 2004
  • A fishing simulator for towed fishing gear was investigated in order to mimic the fish behavior in capture process and investigate fishing selectivity. A fish behavior model using a psycho-hydraulic wheel activated by stimuli is established to introduce Lorenz chaos equations and a neural network system and to generate the components of realistic fish capture processes. The fish positions within the specified gear geometry are calculated from normalized intensities of the stimuli of the fishing gear components or neighboring fish and then these are related to the sensitivities and the abilities of the fish. This study is applied to four different towed gears i.e. a bottom trawl, a midwater trawl, a two-boat seine, and an anchovy boat seine and for 17 fish species as mainly caught. The Alpha cluster computer system and Fortran MPI (Message-Passing Interface) parallel programming were used for rapid calculation and mass data processing in this chaotic behavior model. The results of the simulation can be represented as animation of fish movements in relation to fishing gear using Open-GL and C graphic programming and catch data as well as selectivity analysis. The results of this simulator mimicked closely the field studies of the same gears and can therefore be used in further study of fishing gear design, predicting selectivity and indoor training systems.

Design and Implementation of Convergence Point Adjustment Method for Zoom-In (줌인을 위한 컨버전스포인트 조정 기법의 설계 및 구현)

  • Ha, Jong-Soo;Kim, Dae-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.6
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    • pp.1383-1388
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    • 2013
  • Even though a dual lens stereoscopic camera allows for convenient stereoscopic photography, the necessity for the research comes up, since the dual lens stereoscopic camera can cause visual discomfort during zoom-in due to the fixed convergence point. We propose a method based on which a convergence point can be adjusted to prevent visual discomfort during zoom-in for a dual lens stereoscopic camera. First, the relational model is classified into nine kinds and defined, depending on locations of focus, object, and convergence point. And then, the method to minimize visual discomfort is suggested by adjusting convergence point on the given model. We also implement the suggested methods with anaglyph computer graphic and demonstrate the superiority of them.

A Signature-based Spatial Match Retrieval Method for Iconic Image Databases (아이콘 이미지 데이타베이스를 위한 시그니쳐에 기반한 공간-매치 검색기법)

  • Chang, Jae-Woo;Srivastava, Jaideep
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.12
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    • pp.2931-2946
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    • 1997
  • In multimedia information retrieval applications, content-based image retrieval is essential for retrieving relevant multimedia documents. The purpose of our paper is to provide effective representation and efficient retrieval of images when a pixel-level original image is automatically or manually transformaed into its iconic image containing meaningful graphic descriptions, called icon objects. For this, we first propose new spatial match representationschemes to describe spatial relationships between icon objects accurately by expressing them as rectangles, rather than as points. In order to accelerate image searching, we also design an efficient retrieval method using a two-dimensional signature file organization. Finally, we show from our experiment that the proposed representation schemes achieve better retrieval effectiveness than the 9-DLT (Direction Lower Triangular) scheme.

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