• Title/Summary/Keyword: Digital Form-Generation

Search Result 100, Processing Time 0.023 seconds

A Study on Triangulated Irregular Network Generation Method for GSIS (지형공간정보체계의 이용을 위한 불규칙삼각망 생성기법에 관한 연구)

  • 유복모;장지원;윤정학
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
    • /
    • v.12 no.2
    • /
    • pp.209-218
    • /
    • 1994
  • This study aims to generate triangulated irregular network in a form of digital terrain model which is being increasingly used. In general, grid digital elevation model and triangulated irregular network are reasonable units for solving terrain problems. But, triangulated irregular network is an efficient alternative to grid digital elevation model because of their efficiency in storing data and their convenient data structure for accommodating irregularly spaced elevation data. Various methods represented for extracting triangulated irregular networks from grid digital elevation model, and then algorithm that get accurate results for triangulation with their data set was introduced. The new approach for triangulation in this study uses the Elevation and Changeable Distance criterion, and adding interpolation points and restricted constraint lines can generate triangulated irregular network which is more close to real surface. This made database efficient construction and could be used for many applications of geo-spatial information system.

  • PDF

Digital Hologram Compression Technique using Multi-View Prediction based on Image Accumulation (영상집적 기반의 다시점 부호화 기술을 이용한 디지털 홀로그램의 압축 기술)

  • Choi, Hyun-Jun;Seo, Young-Ho;Bae, Jin-Woo;Yoo, Ji-Sang;Kim, Hwa-Sung;Kim, Dong-Wook
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.31 no.10C
    • /
    • pp.933-941
    • /
    • 2006
  • In this paper, we proposed an efficient coding method for digital hologram (fringe pattern) acquired by a CCD camera or by computer generation using multi-view prediction technique and MPEG video compression standard technique. It proceeds each R, G, or B color component separately. The basic processing unit is a partial image segmented into the size of $N{\times}N$. Each partial image retains the information of the whole object. This method generates an assembled image for a row of the segmented and frequency-transformed partial images, which is the basis of the coding process. That is, a motion estimation and compensation technique of MPEG is applif:d to the reconstructed images from the assembled images with the disparities found during generation of assembled image and the original partial images. Therefore the compressed results are the disparity of eachpartial image to form the assembled image for the corresponding row, assembled image, and the motion vectors and the compensated image for each partial image. The experimental results with the implemented algorithm showed that the proposed method has NC (Normal Correlation) values about 4% higher than the previous method, by which ours has better compression efficiency. Consequently, the Proposed method is expected to be used effectively in the application areas to transmit the digital hologram data. can be identified in comparison with the previous researches and commercial IPs.

A Fast Processing Algorithm for Lidar Data Compression Using Second Generation Wavelets

  • Pradhan B.;Sandeep K.;Mansor Shattri;Ramli Abdul Rahman;Mohamed Sharif Abdul Rashid B.
    • Korean Journal of Remote Sensing
    • /
    • v.22 no.1
    • /
    • pp.49-61
    • /
    • 2006
  • The lifting scheme has been found to be a flexible method for constructing scalar wavelets with desirable properties. In this paper, it is extended to the UDAR data compression. A newly developed data compression approach to approximate the UDAR surface with a series of non-overlapping triangles has been presented. Generally a Triangulated Irregular Networks (TIN) are the most common form of digital surface model that consists of elevation values with x, y coordinates that make up triangles. But over the years the TIN data representation has become an important research topic for many researchers due its large data size. Compression of TIN is needed for efficient management of large data and good surface visualization. This approach covers following steps: First, by using a Delaunay triangulation, an efficient algorithm is developed to generate TIN, which forms the terrain from an arbitrary set of data. A new interpolation wavelet filter for TIN has been applied in two steps, namely splitting and elevation. In the splitting step, a triangle has been divided into several sub-triangles and the elevation step has been used to 'modify' the point values (point coordinates for geometry) after the splitting. Then, this data set is compressed at the desired locations by using second generation wavelets. The quality of geographical surface representation after using proposed technique is compared with the original UDAR data. The results show that this method can be used for significant reduction of data set.

Image Generator Design for OLED Panel Test (OLED 패널 테스트를 위한 영상 발생기 설계)

  • Yoon, Suk-Moon;Lee, Seung-Ho
    • Journal of IKEEE
    • /
    • v.24 no.1
    • /
    • pp.25-32
    • /
    • 2020
  • In this paper, we propose an image generator for OLED panel test that can compensate for color coordinates and luminance by using panel defect inspection and optical measurement while displaying images on OLED panel. The proposed image generator consists of two processes: the image generation process and the process of compensating color coordinates and luminance using optical measurement. In the image generating process, the panel is set to receive the panel information to drive the panel, and the image is output by adjusting the output setting of the image generator according to the panel information. The output form of the image is configured by digital RGB method. The pattern generation algorithm inside the image generator outputs color and gray image data by transmitting color data to a 24-bit data line based on a synchronization signal according to the resolution of the panel. The process of compensating color coordinates and luminance using optical measurement outputs an image to an OLED panel in an image generator, and compensates for a portion where color coordinates and luminance data measured by an optical module differ from reference data. To evaluate the accuracy of the image generator for the OLED panel test proposed in this paper, Xilinx's Spartan 6 series XC6SLX25-FG484 FPGA was used and the design tool was ISE 14.5. The output of the image generation process was confirmed that the target setting value and the simulation result value for the digital RGB output using the oscilloscope matched. Compensating the color coordinates and luminance using optical measurements showed accuracy within the error rate suggested by the panel manufacturer.

Image making Strategy in Digitalized Environment (디지털 환경하에서 이미지 전략 방안)

  • 홍지원
    • Archives of design research
    • /
    • v.12 no.4
    • /
    • pp.327-337
    • /
    • 1999
  • As the computer technology grows so fast, it can affect the human life in every fields. Specially, advent of Digital epoch is changing human life completely. In the past, people should get the information through the mass-media. But these days we can produce and provide some information through new media, Internet. In other words, two-ways communication like internet make individual be the producer in the information stream. Especially, net generation is different form the old generation and they want to express themselves distinctively from others. Nevertheless, they can't have the chance to express their identity properly and only they try to satisfy their needs by consuming special goods. In this article, I want to suggest a program that an individual can express their own identity and image. I will transform CIP (Corporate Information Program) and adjust it to an individual case. This is different from the previous study that emphasize the external factor figure, etc. First, we will find the MI(mind identity) and the BI(behavior identity). Second, we will present the VI(visual identity) by using two factors. - MI, VI. Finally, we will analyze them totally and make the PI(personal identity ) that can express their own identity and philosophy well. Through this programs, they can express themselves well and get the chance to think creatively. I am sure this program will have more implications about image strategy.

  • PDF

Automated Story Generation with Image Captions and Recursiva Calls (이미지 캡션 및 재귀호출을 통한 스토리 생성 방법)

  • Isle Jeon;Dongha Jo;Mikyeong Moon
    • Journal of the Institute of Convergence Signal Processing
    • /
    • v.24 no.1
    • /
    • pp.42-50
    • /
    • 2023
  • The development of technology has achieved digital innovation throughout the media industry, including production techniques and editing technologies, and has brought diversity in the form of consumer viewing through the OTT service and streaming era. The convergence of big data and deep learning networks automatically generated text in format such as news articles, novels, and scripts, but there were insufficient studies that reflected the author's intention and generated story with contextually smooth. In this paper, we describe the flow of pictures in the storyboard with image caption generation techniques, and the automatic generation of story-tailored scenarios through language models. Image caption using CNN and Attention Mechanism, we generate sentences describing pictures on the storyboard, and input the generated sentences into the artificial intelligence natural language processing model KoGPT-2 in order to automatically generate scenarios that meet the planning intention. Through this paper, the author's intention and story customized scenarios are created in large quantities to alleviate the pain of content creation, and artificial intelligence participates in the overall process of digital content production to activate media intelligence.

Digital Motion Capture for Types and Shapes of 3D Character Animation (디지털 모션 캡쳐(Motion Capture)를 위한 3D캐릭터 애니메이션의 종류별, 형태별 모델 분류)

  • Yun, Hwang-Rok;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.8
    • /
    • pp.102-108
    • /
    • 2007
  • Among culture industry that greet digital generation and is observed 21th century the most representative game industry latest is caught what and more interest degree is rising. 2D and 3D animation accomplish continuous growth and development depending action expression along with development of computer technology, and 2D and 3D animation practical use extent are trend that is widening the area in TV, movie, GAME industry etc. through computer hardware and fast change of software technology. The trend of latest game graphic is trend that the weight is changing from 2D to 3D by 3D game and activation of 3D game character that raise player's immersion stuff and Control in 2D's simplicity manufacturing game balance for one side. This treatise that is reality of 3D game character to classify kind of (Motion Capture) and 3D character animation, form model the sense put. Recognize that is overview and reality of 3D game character first for this about example, and is considered to efficiency is high game industry and digital contents industry hereafter by proposing kind model classification of 3D game character animation, form model classification data and character animation manufacture process that application is possible at fast time and effect in 3D character animation application are big.

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
    • /
    • v.7
    • /
    • pp.64-104
    • /
    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

  • PDF

The Developing Method of Map Outline Using Caricature Generation Algorism (캐리커처 생성 알고리즘을 이용한 지도 외형선 생성 방법)

  • Kim, Sung-Kon
    • Archives of design research
    • /
    • v.20 no.3 s.71
    • /
    • pp.345-354
    • /
    • 2007
  • Sometimes characterized graphic map rather than realistic graphic map can help users to understand information more easily. This paper tried to reveal the relation between the methodology to create outline on the map using caricature automatic algorism and level of human cognition. Caricature algorism such as exaggeration transformation algorism, joint transformation algorism and simplification algorism were used to create outline on the map. In order to apply exaggeration transformation algorism and joint transformation algorism, the method to create average form of the object were developed. We survey how users recognize the similarity of the characterized map with the real map when realistic map is simplified by certain value of simplification rate and transformed into certain value of exaggeration rate or joint transformation rate. We also survey how users recognize the similarity differently according to the scale of the map. As a result of this study, the method to calculate the optimal data is developed for users to recognize caricatured map effectively by shifting scale. This data can be used as basic data, when map developers create outline of map with programming code on computer

  • PDF

A Study on the Characteristics of Game Space from a Place-Based Perspective (게임 공간의 장소적 특성 연구)

  • Jung, Naun;Lee, Seungje;Lee, Byungmin
    • Journal of Korea Game Society
    • /
    • v.19 no.2
    • /
    • pp.67-82
    • /
    • 2019
  • Along with technological development and change of perception, the form of advanced game space appears in various ways. And some game spaces have gradually gotten factors of placeness and become a place. The main purpose of this research is to identify the characteristics of game space from a place-based perspective. For this, the generations are divided into four sections based upon the factors of placeness. At the first generation, there are no elements of placeness. But as time goes by, elements of placeness have been increased gradually. Finally, in the fourth generation, various elements of placeness are found in some game spaces. This study offer insight into game space in a diachronic viewpoint and humanistic approach.