• Title/Summary/Keyword: Computer Graphic Design

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Implementation of on Expert System to Supervise GIS Arrester Facilities (GIS 피뢰설비 관리를 위한 전문가 시스템 구현)

  • Kil, Gyung-Suk;Song, Jae-Yong;Kim, Il-Kwon;Moon, Seung-Bo;Kwon, Jang-Woo
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.21 no.1
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    • pp.75-81
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    • 2007
  • This paper dealt with the design and implementation of an expert system to monitor and diagnose the lightning arresters in GIS substations. The expert system consists of a data acquisition module(DAM) based on microprocessor and diagnostic algorithms. The DAM measures and analyzes several parameters necessary for the arrester diagnosis such as system voltages, leakage current components, and temperatures. Also, it includes an intelligent surge counter which can record the date and tin, the polarity, and the amplitude of surge currents. All the data acquired is transmitted to a remote computer by a low rate wireless network specified in IEEE 802.15.4 to avoid electromagnetic intereference under high voltage and large current environments. The decision-making for the arrester diagnosis completes with a Java Expert System Shell(JESS) which is composed of a knowledge base, an inference engine and a graphic user interface(GUI).

Design of a Dual Network based Neural Architecture for a Cancellation of Monte Carlo Rendering Noise (몬테칼로 렌더링 노이즈 제거를 위한 듀얼 신경망 구조 설계)

  • Lee, Kwang-Yeob
    • Journal of IKEEE
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    • v.23 no.4
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    • pp.1366-1372
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    • 2019
  • In this paper, we designed a revised neural network to remove the Monte Carlo Rendering noise contained in the ray tracing graphics. The Monte Carlo Rendering is the best way to enhance the graphic's realism, but because of the need to calculate more than thousands of light effects per pixel, rendering processing time has increased rapidly, causing a major problem with real-time processing. To improve this problem, the number of light used in pixels is reduced, where rendering noise occurs and various studies have been conducted to eliminate this noise. In this paper, a deep learning is used to remove rendering noise, especially by separating the rendering image into diffuse and specular light, so that the structure of the dual neural network is designed. As a result, the dual neural network improved by an average of 0.58 db for 64 test images based on PSNR, and 99.22% less light compared to reference image, enabling real-time race-tracing rendering.

Study on Fashion Illustration as Viewed from the Allegorical - Based on the theory of Craig Owens - (알레고리 관점의 패션 일러스트레이션에 관한 연구 - 크렉 오웬스의 이론을 중심으로 -)

  • Kim, Mi-Hyun
    • Journal of the Korean Society of Costume
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    • v.62 no.4
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    • pp.81-90
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    • 2012
  • The contents of this study are as follows. First, an academic understanding has been achieved by exploring the theoretical concept "allegory", and a new theoretical approached methodology has been sought. Second, an analysis-index of fashion illustration cases has been suggested based on the allegory theory of Craig Owens. Third, in order to draw the characteristics of fashion illustration as viewed from the allegorical viewpoint and find out its feasibility, the case studies has been referred and the internal significance, external significance that combines different characteristics has been extracted. In regards to this study method, literature studies and case studies has been done in parallel with each other. This study was done in the following sequence: the establishment of the study system, the drawing of the allegory-associated concepts and the discovering the characteristics of aesthetic expressions. The results of this study on the expression characteristics of fashion illustration as viewed from the allegorical viewpoint of Craig Owens are as follows. First, the borrowing of image, which is a characteristic of allegory, contains the meaning of uncertainty in the fashion illustration as it expresses the image-synthesis and forms a completely different meaning as the fixed meaning is dissolved and it is utilized as a photo-montage technique. Second, the inference of pictogram is the mixture of linguistic medium and visual medium. Fashion illustration utilizes the characters and transmits the fashion information visually and immanently. It has the characteristic of making the information into pictograms and the internal significances of mutual-text with communication function. Third, the uniqueness of location in the fashion illustration has the special nature of utilized mediums as it is used for advertising or publicizing. The fashion illustration from the viewpoint of allegory has the impermanency of existing only for a limited time and reflects the coincidence that gives the meaning of utilized location according to the season trend. Fourth, the cross-breeding is expressed as the mixture of various materials in the fashion illustration. The expressions made by the mixture of media, such as the use of computer graphic programs mixed together with various materials showed the trend of diversity and genre dissolution.

Analysis of Character Types for FPS Game -based on Team Fortress2- (FPS 게임에서의 캐릭터 성격 분석 연구 -FPS 게임 팀 포트리스2를 중심으로-)

  • Park, Myoung-Hoon;Noh, Seung-Seok;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.152-161
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    • 2011
  • The FPS, featured with high quality graphic of superior visual reality, is steadily growing because of the improvement of computer performance and technological advancement of game production. But most of the FPS games provide monotonous freedom with which players can only change the weapons in one character and this will make users lose their interests when playing games for long hours. Valve has introduced 'Team Fortress Classic' in 1999, in order to change the monotonous game methods. This game has attracted great attention because of the composition of various and unique characters through the introduction of military specialty system: that is the first trial in the history of FPS game. I, by analyzing this using MBTI, intend to analyze how much of immersion and interest the characters of various military specialties can provide to players when FPS games are developed.

Design of a Convergence Point Adjustment Method to Minimize Visual Discomfort due to Zoom-In (줌인에 따른 시각적 불편을 최소화하기 위한 컨버전스 포인트 조정 기법의 설계)

  • Ha, JongSoo;Ban, ChaeHoon;Kim, DaeWoong;Kim, ChiHun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.3
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    • pp.665-671
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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.

The Visual communication by Augmented Reality (증강현실이 재현하는 영상커뮤니케이션 연구)

  • Nah, So-Mi;Lee, Young-Ju
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.507-512
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    • 2016
  • As the characteristics, attributes, and accepted way of media have been changing with newly emerging media, human recognition and the communication structure have also been changing. Media are not isolated from the others and emerge in the cultural context; With the drive to juxtapose the old and the new to be in diversified forms, the old media are utilized and improved. In this rapidly changing circumstance by the media, we attempt to theoretically explore the concept and characteristics of visual communication and the media related to augmented reality. Augmented reality does not create something out of nothing but renew the expression; Thus, it reforms the structure of communication. Therefore, there is a significance to look into theories of W.Benjamin, M.McLuhan, Norbert Bolz, and Jean Baudrillard who linked the past to the present in accordance with the new era of communication for us to find out the meaning of augmented reality in the current cultural context.

The Fantastic Realism (Magic Realism) representation on film Visualization research: The boundaries of Fantasy and reproducibility of Images (영화에 표현된 환상적 사실주의 (Magic Realism) 시각화 연구: 이미지의 재현성과 환상성의 경계)

  • Nah, So-Mi
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.495-501
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    • 2016
  • The film has always reflected the culture of the era based on reality and imagination. The visual effect in the film has mainly played a role of expressing the reality more realistically or recognizing the virtual as reality. This study examines the meaning and the effect of fantasy realism through Oasis of Lee Chang-dong. Fantastic realism has separated the reality from the imaginary space by using a dual meaning tool that affects the time and space in the film and reflects the human desire and desire to see. It was also reproduced in the real world through the medium of pigeons. In addition, it separates visualized space from non-visualized space in film narrative structure, separation of real and unreal space, segregation of consciousness and unconscious space, and separation of reality and reality space into power structure. With the development of technology, the image of the yellow image comes closer to us like reality, which will express the space of unconsciousness that we could not think of.

A Proposal for Prototype-Free Production Preparation Processes Utilizing 3DCG Animations

  • Shinoda, Shinji;Shimozawa, Kazuhiro;Niwa, Akira;Kawase, Takeshi;Matsumoto, Toshiyuki;Mizumachi, Tadahiro
    • Industrial Engineering and Management Systems
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    • v.8 no.2
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    • pp.109-120
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    • 2009
  • As the use of 3DCAD data became widespread in designing products in manufacturing, attempts have been made to shorten lead time and reduce cost of production preparation utilizing 3DCAD data for launching assembly lines. In order to create assembly plans not only efficient but easy for operators to operate ('easy-to-operate'), this study presents approaches, methods, and systems for creating 3DCGAs (3 Dimensional Computer Graphic Animations) which automatically utilize a prototype-free production preparation methodology. Characteristics of this study include that it proposes the methodology for creating assembly operation 3DCGAs automatically, for all the possible assembly operations corresponding each of the possible assembly sequences first. Using the created 3DCGAs, the study next considers assembly methods by evaluating how easy or 'operator friendly' they are in implementing, and devises tools or jigs to be used, and plans efficient assembly line organization. The concept of the methodology was formed by focusing on the value-adding assembly steps at which parts turn into products directly. The study also validates the effectiveness of the presented methodology by employing the methods used in actual production preparation process in businesses, and proves that an efficient assembly line can be organized in a shorter period of time utilizing the developed system and by preparing easy-to-operate and efficient plans in 3DCGAs at the design stage.

Design of a Parallel Rendering Processor Architecture with Effective Memory System (효과적인 메모리 구조를 갖는 병렬 렌더링 프로세서 설계)

  • Park Woo-Chan;Yoon Duk-Ki;Kim Kyoung-Su
    • The KIPS Transactions:PartA
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    • v.13A no.4 s.101
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    • pp.305-316
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    • 2006
  • Current rendering processors are organized mainly to process a triangle as fast as possible and recently parallel 3D rendering processors, which can process multiple triangles in parallel with multiple rasterizers, begin to appear. For high performance in processing triangles, it is desirable for each rasterizer have its own local pixel cache. However, the consistency problem may occur in accessing the data at the same address simultaneously by more than one rasterizer. In this paper, we propose a parallel rendering processor architecture resolving such consistency problem effectively. Moreover, the proposed architecture reduces the latency due to a pixel cache miss significantly. For the above two goals, effective memory organizations including a new pixel cache architecture are presented. The experimental results show that the proposed architecture achieves almost linear speedup at best case even in sixteen rasterizers.

A Study on the Relationship Between Emotion and Behavior of User's with the Color Images of Indoor Space in Hotels (호텔 실내공간 색채이미지에 대한 이용자의 감정과 행동의 관계)

  • Kim, Su-Hee;Kim, Bong-Ae
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.2
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    • pp.67-74
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    • 2018
  • The purpose of this study was to analyze relationship between emotion and behavior with the color images of indoor space in hotels. The study methods evaluation experiments of emotion and behavior with computer graphic images. Study results are as follows: First, The color image according to the indoor space had a significant influence on the user's emotions. Lobby and restaurant had difference in pleasure arousal emotion by color image, and also guest room had difference in pleasure dominance emotion by color image. Second, The color image according to the indoor space had a significant influence on the user's behavior. Also lobby and restaurant had difference in movement hobby eating resting behavior by color image, and guest room had difference in hobby eating resting behavior by color image. Third, As a result of analyzing the effect of user's emotions on the behavior according to the indoor space: In the lobby, the more un-arousal increasing of users, the more hobby resting behavior increasing. And the more dominance increasing of users, the more movement hobby eating resting behavior increasing. In the restaurant, the more dominance increasing of users, the more movement eating hobby behavior increasing. The more arousal increasing of users, the more movement resting behavior increasing. The more un-arousal increasing of users, the more hobby eating behavior increasing. In the guest room, the more un-arousal dominance increasing of users, the more hobby eating resting behavior increasing. And also the more arousal increasing of users, the more movement behavior increasing.