• 제목/요약/키워드: Rendering Technology

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Development of a haptic communication system for fashion image experience in a virtual environment

  • Kim, Jongsun;Choi, Dongsoo;Kim, Sangyoun;Ha, Jisoo
    • The Research Journal of the Costume Culture
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    • v.28 no.5
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    • pp.705-718
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    • 2020
  • The goal of this study was to develop a haptic communication system that can convey the tactile sensation of fashion materials in a virtual environment. In addition, the effectiveness and how realistically the virtual fabric image of this system delivers the tactile sensation of actual fabric was verified. First, a literature review was conducted through which the tactile attributes of fashion materials were defined that would be implemented in the haptic communication system. Then, a questionnaire for evaluating the tactile attributes of fashion materials was developed. Next, a haptic communication system was designed to convey fashion image experiences in a virtual environment, from which a haptic rendering model was suggested. The effectiveness of the haptic communication system was evaluated by verifying user experiences with questions developed through a user evaluation experiment. The validity of the evaluation questions pertaining to the tactile attributes and the effects of the haptic communication system were verified. Factor analysis was conducted to verify the evaluation of the tactile sense attributes of the fashion material, which identified density, thickness, and elasticity of the material as key factors. As a result of comparisons between the tactile sense through haptic characteristics and through touching, it was observed that regarding density and thickness, tactile sense experience led to greater perceived reality, while this was not the case for elasticity.

Luminescence Properties of Ba3Si6O12N2:Eu2+ Green Phosphor

  • Luong, Van Duong;Doan, Dinh Phuong;Lee, Hong-Ro
    • Journal of the Korean institute of surface engineering
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    • v.48 no.5
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    • pp.211-217
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    • 2015
  • To fabricate white LED having a high color rendering index value, red color phosphor mixed with the green color phosphor together in the blue chip, namely the blue chips with RG phosphors packaging is most favorable for high power white LEDs. In our previous papers, we reported on successful syntheses of $Sr_{2-}$ $Si_5N_8:Eu^{2+}$ and $CaAlSiN_3$ phosphors for red phosphor. In this work, for high power green phosphor, greenemitting ternary nitride $Ba_3Si_6O_{12}N_2:Eu^{2+}$ phosphor was synthesized in a high frequency induction furnace under $N_2$ gas atmosphere at temperatures up to $1400^{\circ}C$ using $EuF_3$ as a raw material for $Eu^{2+}$ dopant. The effects of molar ratio of component and experimental conditions on luminescence property of prepared phosphors have been investigated. The structure and luminescence properties of prepared $Ba_3Si_6O_{12}N_2:Eu^{2+}$ phosphors were investigated by XRD and photoluminescence spectroscopy. The excitation spectra of $Ba_3Si_6O_{12}N_2:Eu^{2+}$ phosphors indicated broad excitation wavelength range of 250 - 500 nm, namely from UV to blue region with distinct enhanced emission spectrum peaking at ${\approx}530nm$.

A Study of Senior Men's Dress Form Development 3D Digital Technology (3D 디지털 기술을 활용한 시니어 남성 기성복 피팅용 드레스폼 개발에 관한 연구)

  • Do, Wolhee;Choi, Eunhee
    • Fashion & Textile Research Journal
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    • v.20 no.6
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    • pp.722-732
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    • 2018
  • This study was to develop a dress form that is highly representative of the body shapes of senior men in their 50s and 60s. And this research was compared the measurements and forms of three different dress forms available in the market, in order to analyze the body type and suitability and provide a standard for developing and utilizing the dress forms. After extracting the body shapes of the senior men's 3D shape, the body type that is curvature on the back prevalent among senior men, was chosen. The dress form was created as follows: 3D modeling and rendering, printing with a FDM-type 3D printer. The dress forms were 3D-scanned and the 3D data was analyzed - classification drop value, area deviation, compared horizontal section and vertical section. The results were as follows: This suggested that the area deviation amount at the chest and hip circumference levels was larger in the commercial products than in the dress form in this study, while that at the waist circumference level was larger in the dress form in this study. The vertical length of the lateral shoulder point-waist circumference was smaller, the side shape showed severe curvature on the back, and the waist circumference was larger in the senior men dress form than the commercial products. The dress form developed in this study reflected the body type of senior men and, therefore, were suitable for fitting when creating clothes for senior men.

Dynamic Reconstruction Algorithm of 3D Volumetric Models (3D 볼류메트릭 모델의 동적 복원 알고리즘)

  • Park, Byung-Seo;Kim, Dong-Wook;Seo, Young-Ho
    • Journal of Broadcast Engineering
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    • v.27 no.2
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    • pp.207-215
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    • 2022
  • The latest volumetric technology's high geometrical accuracy and realism ensure a high degree of correspondence between the real object and the captured 3D model. Nevertheless, since the 3D model obtained in this way constitutes a sequence as a completely independent 3D model between frames, the consistency of the model surface structure (geometry) is not guaranteed for every frame, and the density of vertices is very high. It can be seen that the interconnection node (Edge) becomes very complicated. 3D models created using this technology are inherently different from models created in movie or video game production pipelines and are not suitable for direct use in applications such as real-time rendering, animation and simulation, and compression. In contrast, our method achieves consistency in the quality of the volumetric 3D model sequence by linking re-meshing, which ensures high consistency of the 3D model surface structure between frames and the gradual deformation and texture transfer through correspondence and matching of non-rigid surfaces. And It maintains the consistency of volumetric 3D model sequence quality and provides post-processing automation.

Electromagnetic Field and the Poetry of Ezra Pound

  • Ryoo, Gi Taek
    • Journal of English Language & Literature
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    • v.57 no.6
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    • pp.939-958
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    • 2011
  • Ezra Pound has an idea of poetry as a field of energy in which words interact with each other with kinetic energy. The energy field which Pound creates in his poem is analogous to the theory of electromagnetism developed by Michael Faraday and James Maxwell, who look upon the space around magnets, electric charges and currents not as empty but as filled with energy and activity. Pound argues that "words are charged with force like electricity," demonstrating that words charged with their own images or energies of positive or negative valence interact one another. This idea is similar to Faraday's concept of "line of force" which he used to represent the disposition of electric and magnetic forces in space. Pound's concept of "image" as an "intellectual and emotional complex in an instant" is remarkably consonant with the confluence of electric and magnetic fields that are coupled to each other as they travel through space in the form of electromagnetic waves. The instant profusion of conception and perception, much like that of electric and magnetic fields, enables Pound to move beyond the sequential and linear hierarchy in time and space. Particularly, Maxwell's stunning discovery that the electromagnetic waves propagate in space at 'the speed of light' has allowed Pound a relativistic sense of escape from the limitations of Newtonian absolute time and space. Pound's poetry transcends any geographical space and sequential time by rendering and juxtaposing images simultaneously. Pound was fully aware of light and electricity fundamental to what he called his world "the electric world." Pound's experiments in Imagism and Vorticism can be considered an attempt to rediscover a place for poetry in the modern world of science and technology. Almost all the appliances that we think of today as modern were laid down in the closing decades of the 19th century and the first decades of the 20th century, in response to the availability of electromagnetic energy. This paper explores how Pound responded to the age of modern technology and science, examining his conception of "image" through his many analogies and similes drawn from electromagnetism. Pound's imagist poetics and poetry come to embody, not only the characteristics of the electric age in the early twentieth century, but the principles of electromagnetism the electric age is based upon.

A study on program development for character web drama production (캐릭터 웹드라마 제작을 위한 프로그램 개발 연구)

  • Hyun-soo Lee;Min-Ha Kim;Ji-Won Seo;Sung-Jin Jo;Jong-Won Lee;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.591-596
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    • 2023
  • This study developed a program that can produce videos easily and conveniently, focusing on teenage media producers. Through user research, we identified the needs and problems of teenage producers, and implemented a character customization function desired by users and an emotion and action recommendation system using GPT. In the rendering process, the final image was created by combining audio and video using OpenCV and FFmpeg. Teenage users who do not have expertise in video production can customize web drama characters through a simple interface and receive recommendations for emotions and actions with the help of GPT. The program of this study is expected to be a tool that can help teenage users who do not have expertise in editing and directing to produce high-quality videos, lower the entry barrier to video production, and contribute to the development of the one-person media industry. do. In the future, we plan to provide a video production environment considering mobile or vertical resolution versions.

A Study on The Self-identity in Role-playing Games - Focused on Lacan's Psychoanalysis (롤플레잉 게임에서의 자아 정체성에 관한 연구 - 라캉의 정신분석학을 중심으로)

  • Xiao Zhongyi;Choi Won-ho
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.475-487
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    • 2024
  • As today's "ninth art", role-playing games recognized by most players due to their surreal themes and sustained reflection on social diseases. Through precise control of story-telling and game visuals, players develop an avatar identification during role-playing game. Based on Lacan's mirror stage theory, a new self-identity mechanism is established under the guidance of role-playing games. As a "player", the subject's interpretation of himself is shifted by the game order, and the subject identifies with the role-playing game while at the same time being structured by the desire of role-playing game. The immersive experience and emotional guidance of role-playing games all point to the most instinctive human desires. The psychoanalytic theory from Lacan's perspective explains the source of players' desire, and the expression of players' desire in the game. It also plays an important role in the emotional rendering and identity aspects of role-playing games. This paper is to establish that role-playing games do have an impact on the player's self-identity through a Lacanian psychoanalytic reading of role-playing games.

Effects of Type and Thickness of Flexible Packaging Films on Perforation by Plodia interpuntella (유연포장 필름의 종류 및 두께에 따른 화랑곡나방 침투율 연구)

  • Lee, Soo Hyun;Kwon, Sang-Jo;Lee, Sang Eun;Kim, Jeong-Heon;Lee, Jung-Soo;Na, Ja Hyun;Han, Jaejoon
    • Korean Journal of Food Science and Technology
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    • v.46 no.6
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    • pp.739-742
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    • 2014
  • This study investigated the effect of perforation by the Indian meal moth (Plodia interpunctella) larvae on various flexible food-packaging films, in relation to their thickness and type. Among the various flexible packaging films, polyethylene (PE), aluminum foil (AF), polypropylene (PP), polystyrene (PS), and polyethylene terephthalate (PET) were selected for this study due to their wide usage in food packaging. Based on their thickness, film penetration by P. interpunctella larvae was measured as in following order: PP, $20{\mu}m$; AF, $9{\mu}m$; PET, $12{\mu}m$; PP, $30{\mu}m$; PS, $30{\mu}m$; PE, $40{\mu}m$; PE, $35{\mu}m$; PS, $60{\mu}m$; and PET, $16{\mu}m$. P. interpunctella larvae rapidly penetrated through the packaging films regardless of their thickness and type. In particular, it was observed that PP of $20{\mu}m$ and PS of $30{\mu}m$ were completely penetrated by P. interpunctella larvae within 72 h, rendering thin PP and PS films less valuable as anti-insect packaging films. Our results show that the perforations by P. interpunctella larvae were observed in the thin films. These results imply that each packaging film has a marginal thickness against the perforations by P. interpunctella larvae.

Implementation of Integrated Player System based on Free-Viewpoint Video Service according to User Selection (사용자 선택에 따른 자유 시점 비디오 서비스 기반의 통합 플레이어 시스템 구현)

  • Yang, Ji-hee;Song, Min-ki;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.25 no.2
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    • pp.265-274
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    • 2020
  • Free-viewpoint video service is a technology that allows users to watch at any angle, location and distance through interaction. In this paper, the free-viewpoint video services are defined in four viewing modes: Inward view, outward view, 3D object view and first person view. And we developed and implemented a new integrated program that plays all the suggested views. In the contents of girl band performances and basketball games, multi-view cameras suitable for each viewing mode are installed to acquire media, and data stored on the server is streamed over the network, making it available for viewing. Users can freely choose four viewing modes, space location, angle and so on, and the media data such as images and sounds are provided to them by rendering appropriately for the selected the viewpoint. Our system is expected to be a scalable free-viewpoint video service player as well as provide users with immersion and presence by combining various viewing modes.

Management and Recycling of the Animal Fat Residue (동물성 지방의 재활용 방안에 관한 연구)

  • Kim, Nam-Cheon;Lee, Si-Jin;Shin, Hang-Sik;Song, Young-Chae
    • Journal of the Korea Organic Resources Recycling Association
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    • v.1 no.2
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    • pp.287-298
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    • 1993
  • In this study, generation characteristics and distribution situation of the animal fat residue were investigated to identify it's management problems and to propose alternatives for the recycling and final disposal. Generation sources were the meat distribution net-work including about 170 slaughterhouses, 280 meat-packing plants, thousands of meat shops and restaurants etc. The daily total amount of the animal fat residue is about 700 ton/day. More than 60% of the generation sources were concentrated in Seoul metropolitan area. The residue was collected by about 300 men using old-fashioned devices like handcarts, bike and auto bike, transported to the recycling plants by about 60 collection agencies. The residue was processed to produce by-products such as grease, tallow, animal feed ingredient in the recycling plants. At present, however, a great number of unlicensed, and mostly small rendering processors without having pollution control facilities do the unlawful business. These small, old fashioned and unorganized businesses are creating environmental problems by disposing the waste in improper ways such as open burning and dump. Improvement of the distribution network, the large-scale plants, and the estabilishing proper infrastructures were suggested to overcome the problems for the sound fat residues reprocessing industry.

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