• Title/Summary/Keyword: Interactive Computer Graphics

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Finding the Research Possibilities of Computer Technologies in Art Education

  • Jung, Hyunil
    • International Journal of Advanced Culture Technology
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    • v.6 no.2
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    • pp.51-57
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    • 2018
  • The purpose of this study is to try finding the research possibilities of computer technology in art education and understand why computer technology has such a great impact on our contemporary education. The methodology of this study is based on the analysis of literature review. I have tried to find the importance articles in the journals of art education such as Studies in Art Education and Art Education published from the National Art Education Association, one of the most well-known organizations in the field of art education. To draw the purpose of this study, I found articles and categorized the information using key words such as aesthetic, feminist, gender issues, and interactivity. After analyzing, I have discussed about the research possibilities and important issues of computer technology in art education and then categorized the information found in each article into four different subheadings: 1) the visual effects of computer graphics in art education, 2) gender issues based on the computer technology, 3) interactive multimedia and social interactions among students, 4) research possibilities with computer technologies in art education. The findings are as follow. Firstly, there were many research possibilities of computer technologies in art education such as ways of criticizing the contemporary art world. Secondly, I found that computer technology has a great impact on art education because students are more eager to engage with computer technologies-based media activities and very familiar with new media either at home and school. Therefore, we, as educators, must address how the student will be systematically engaged with computer technologies in their educational environment and should determine what knowledge and skills prospective teachers bring to our teacher education programs and how and where they acquired this knowledge.

An Efficient Method for Interactive Cloth Simulation (효율적인 대화형 천 시뮬레이션 기법)

  • Jeong Dae Hyun;Kim Ku Jin;Baek Nakhoon;Ryu Kwan Woo
    • The KIPS Transactions:PartA
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    • v.12A no.4 s.94
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    • pp.321-326
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    • 2005
  • We present an interactive cloth simulation method based on the mass-spring model, which is the most widely used one in the field of cloth animation. We focus especially on the case where relatively strong forces are applied on relatively small number of mass-points. Through distributing the forces on some specific points to the overall mass-points, our method simulates the cloth in pseudo-real time. Given a deformed cloth, we start from resolving the super-elasticity effect using Provot's dynamic inverse method [9]. In the next stage, we adjust the angles between neighboring mass-points, to finally remove the unexpected zigzags due to the previous super-elasticity resolving stage.

A Study on Virtual Reality Techniques for Immersive Traditional Fairy Tale Contents Production (몰입형 전래동화 콘텐츠 제작을 위한 가상현실 기술에 대한 연구)

  • Jeong, Kisung;Han, Seunghun;Lee, Dongkyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.43-52
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    • 2016
  • This paper is to study techniques of a virtual reality to maximize the depth of the users' immersion based on differentiated interactive contents using korean traditional fairy tale. In order to increase more interests in korean traditional fairy tale, we produce a interactive 3D contents and propose a new approach to a system designing applying a virtual realities such as HMD, Leap motion. First, using Korean traditional fairy tale, we generate interactive contents consisting of scenes intensifying user's tensions while interaction of game process. Based on the interactive contents generated, we design scene generation using Oculus HMD, the gaze based input processes and a hand interface using Leap motion, in order to provide a multi dimensional scene transmission and an input process method to intensify the sense of the reality. We will verify through diverse tests whether the proposed virtual reality contents based on a technique of an input process will actually intensify the immersion in the virtual reality or not while minimizing the motion sickness of the users.

Kinematic Analysis and Simulation of an Automatic feeding Mechamism subjected by A Curvilinear Inverse Cam(II) (곡선 캠을 이용한 자동이송장치의 기구해석 및 Simulation용 CAD 프로그램 개발(II))

  • Sin, Jung-Ho;Ryu, Gap-Sang
    • 한국기계연구소 소보
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    • s.17
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    • pp.93-97
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    • 1987
  • This paper is concerned on kinematic analysis and simulation of an automatic feeding mechanism and a curved inverse earn. The main objective is the development 0 fan algorithm of the earn-feeding mechanism and a CAD program. The computer program CACAFS (Computer-Aided Cam and Automatic Feeding System) is developed by using the state-of-the-art for CAD. Thus, the program CACAFS is independent of computer hardwares and also interactive. As the second part of paper, this paper introduces the technique for the mechanism simulation and graphics-oriented CAD programming. The first part of r paper presents the algorithm to analyze the motion of the inverse earn and the automatic feeding mechanism.

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Kinematic Analysis and Simulation of an Automatic feeding Mechamism subjected by A Curvilinear Inverse Cam(I) (곡선 캠을 이용한 자동이송장치의 기구해석 및 Simulation용 CAD 프로그램 개발(I))

  • Sin, Jung-Ho;Choe, Yeong-Hyu;No, Chang-Su
    • 한국기계연구소 소보
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    • s.17
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    • pp.83-91
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    • 1987
  • This paper is concerned on kinematic Analysis and Simulation of an automatic feeding mechanism and a curved inverse cam. The main objective is the development of an algorithm of the cam-feeding mechanism and a CAD program. The computer program CACAFS (Computer-Aided Cam and Automatic Feeding System is developed by using the state-of-the-art for CAD. Thus, the program CACAFS is independent of computer hardwares and also interactive. As the first part of paper, this paper introduces the algorithm to analyze the motion of the inverse cam and the automatic feeding mechanism. The second part of paper presents the technique for the mechanism simulation and graphics-oriented CAD programming.

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Limit state assessment of nodal zone capacity in strut-and-tie models

  • Tjhin, Tjen N.;Kuchma, Daniel A.
    • Computers and Concrete
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    • v.4 no.4
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    • pp.259-272
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    • 2007
  • A method based on the lower-bound theorem of limit analysis is presented for the capacity assessment of nodal zones in strut-and-tie models. The idealized geometry of the nodal zones is formed by the intersection of effective widths of the framing struts and ties. The stress distribution is estimated by dividing the nodal zones into constant stress triangles separated by lines of stress discontinuity. The strength adequacy is verified by comparing the biaxial stress field in each triangle with the corresponding failure criteria. The approach has been implemented in a computer-based strut-and-tie tool called CAST (Computer-Aided Strut-and-Tie). An application example is also presented to illustrate the approach.

Design of a Robot Simuladtor for Development Robot and its Controller (로보트와 제어기의 개발을 위한 로보트 시뮬레이터의 설계)

  • Chang, Cheol;Jang, Won;Chung, Myung-Jin;Bien, Zeungnam
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.25 no.1
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    • pp.8-17
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    • 1988
  • This paper describes a robot simulator which enables a user to model a robot geometrically, and to evaluate performances of various robot control algorithms as well as to obtain physical understanding of robot and acruator dynamics. To achieve these goals, the kinematics and dynamics of a robot and interactive 3-D computer graphics which visulaize the motion of the robot were studied. The developed robot simulator consists of two parts:a dynamic simulator and a graphic simulator. To evaluate the robot simulator PUMA-560, Stanford arm, and RHINO robot were considered and a DG MV/10000 super mini-computer and an IBM-PC/XT personal computer were used.

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Interactive Visualization Technique for Adaptive Mesh Refinement Data Using Hierarchical Data Structures and Graphics Hardware (계층적 자료구조와 그래픽스 하드웨어를 이용한 적응적 메쉬 세분화 데이타의 대화식 가시화)

  • ;Chandrajit Bajaj
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.5_6
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    • pp.360-370
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    • 2004
  • Adaptive mesh refinement(AMR) is one of the popular computational simulation techniques used in various scientific and engineering fields. Although AMR data is organized in a hierarchical multi-resolution data structure, traditional volume visualization algorithms such as ray-casting and splatting cannot handle the form without converting it to a sophisticated data structure. In this paper, we present a hierarchical multi-resolution splatting technique using k-d trees and octrees for AMR data that is suitable for implementation on the latest consumer PC graphics hardware. We describe a graphical user interface to set transfer function and viewing / rendering parameters interactively. Experimental results obtained on a general purpose PC equipped with an nVIDIA GeForce3 card are presented to demonstrate that the proposed techniques can interactively render AMR data(over 20 frames per second). Our scheme can easily be applied to parallel rendering of time-varying AMR data.

Enhanced Image Mapping Method for Computer-Generated Integral Imaging System (집적 영상 시스템을 위한 향상된 이미지 매핑 방법)

  • Lee Bin-Na-Ra;Cho Yong-Joo;Park Kyoung-Shin;Min Sung-Wook
    • The KIPS Transactions:PartB
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    • v.13B no.3 s.106
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    • pp.295-300
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    • 2006
  • The integral imaging system is an auto-stereoscopic display that allows users to see 3D images without wearing special glasses. In the integral imaging system, the 3D object information is taken from several view points and stored as elemental images. Then, users can see a 3D reconstructed image by the elemental images displayed through a lens array. The elemental images can be created by computer graphics, which is referred to the computer-generated integral imaging. The process of creating the elemental images is called image mapping. There are some image mapping methods proposed in the past, such as PRR(Point Retracing Rendering), MVR(Multi-Viewpoint Rendering) and PGR(Parallel Group Rendering). However, they have problems with heavy rendering computations or performance barrier as the number of elemental lenses in the lens array increases. Thus, it is difficult to use them in real-time graphics applications, such as virtual reality or real-time, interactive games. In this paper, we propose a new image mapping method named VVR(Viewpoint Vector Rendering) that improves real-time rendering performance. This paper describes the concept of VVR first and the performance comparison of image mapping process with previous methods. Then, it discusses possible directions for the future improvements.

Fast Light Source Estimation Technique for Effective Synthesis of Mixed Reality Scene (효과적인 혼합현실 장면 생성을 위한 고속의 광원 추정 기법)

  • Shin, Seungmi;Seo, Woong;Ihm, Insung
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.89-99
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    • 2016
  • One of the fundamental elements in developing mixed reality applications is to effectively analyze and apply the environmental lighting information to image synthesis. In particular, interactive applications require to process dynamically varying lighting sources in real-time, reflecting them properly in rendering results. Previous related works are not often appropriate for this because they are usually designed to synthesize photorealistic images, generating too many, often exponentially increasing, light sources or having too heavy a computational complexity. In this paper, we present a fast light source estimation technique that aims to search for primary light sources on the fly from a sequence of video images taken by a camera equipped with a fisheye lens. In contrast to previous methods, our technique can adust the number of found light sources approximately to the size that a user specifies. Thus, it can be effectively used in Phong-illumination-model-based direct illumination or soft shadow generation through light sampling over area lights.