• 제목/요약/키워드: Visual Modeling

검색결과 483건 처리시간 0.024초

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

  • 박지숙
    • 조형예술학연구
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    • 제7권
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    • pp.64-104
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    • 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.

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A Collaborative Visual Language

  • Kim, Kyung-Deok
    • Journal of information and communication convergence engineering
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    • 제1권2호
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    • pp.74-81
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    • 2003
  • There are many researches on visual languages, but the most of them are difficult to support various collaborative interactions on a distributed multimedia environment. So, this paper suggests a collaborative visual language for interaction between multi-users. The visual language can describe a conceptual model for collaborative interactions between multi-users. Using the visual language, generated visual sentences consist of object icons and interaction operators. An object icon represents a user who is responsible for a collaborative activity, has dynamic attributes of a user, and supports flexible interaction between multi-users. An interaction operator represents an interactive relation between multi-users and supports various collaborative interactions. Merits of the visual language are as follows: supporting of both asynchronous interaction and synchronous interaction, supporting flexible interaction between multi-users according to participation or leave of users, supporting a user oriented modeling, etc. For example, an application to a workflow system for document approval is illustrated. So we could be found that the visual language shows a collaborative interaction.

실감형 모델링을 위한 볼륨 햅틱 렌더링 알고리즘 (Volume Haptic Rendering Algorithm for Realistic Modeling)

  • 정지찬;박준영
    • 한국CDE학회논문집
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    • 제15권2호
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    • pp.136-143
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    • 2010
  • Realistic Modeling is to maximize the reality of the environment in which perception is made by virtual environment or remote control using two or more senses of human. Especially, the field of haptic rendering, which provides reality through interaction of visual and tactual sense in realistic model, has brought attention. Haptic rendering calculates the force caused by model deformation during interaction with a virtual model and returns it to the user. Deformable model in the haptic rendering has more complexity than a rigid body because the deformation is calculated inside as well as the outside the model. For this model, Gibson suggested the 3D ChainMail algorithm using volumetric data. However, in case of the deformable model with non-homogeneous materials, there were some discordances between visual and tactual sense information when calculating the force-feedback in real time. Therefore, we propose an algorithm for the Volume Haptic Rendering of non-homogeneous deformable object that reflects the force-feedback consistently in real time, depending on visual information (the amount of deformation), without any post-processing.

A Semantic Content Retrieval and Browsing System Based on Associative Relation in Video Databases

  • Bok Kyoung-Soo;Yoo Jae-Soo
    • International Journal of Contents
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    • 제2권1호
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    • pp.22-28
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    • 2006
  • In this paper, we propose new semantic contents modeling using individual features, associative relations and visual features for efficiently supporting browsing and retrieval of video semantic contents. And we implement and design a browsing and retrieval system based on the semantic contents modeling. The browsing system supports annotation based information, keyframe based visual information, associative relations, and text based semantic information using a tree based browsing technique. The retrieval system supports text based retrieval, visual feature and associative relations according to the retrieval types of semantic contents.

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궤도회로 모델링을 이용한 KTX 궤도결함 진단 프로그램 개발 (Development of KTX Track Error Diagnosis Program using Track Circuit Modeling Methods)

  • 안동준;이병곤;남현도
    • 조명전기설비학회논문지
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    • 제26권10호
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    • pp.44-51
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    • 2012
  • The purpose of this study is development of the diagnosis system to preventative maintenance in the on-board measuring systems for in-cab electric inspection systems of high speed railway. The on-board measuring systems can inspect precisely whether ground signal system operate stably. In this paper, we recognize characteristics of the track circuits and confirm whether the wave of current matches the on-board measuring data through the electric modeling method for high speed railway. it is necessary to develop GUI visual programs that can simulate abnormalities of the on-board measuring data in many ways, and the visual program is designed to diagnosis in the case of track circuit equipment's function decreased in advance.

UAV와 BIM 정보를 활용한 시설물 외관 손상의 위치 측정 방법 (Structural Damage Localization for Visual Inspection Using Unmanned Aerial Vehicle with Building Information Modeling Information)

  • 이용주;박만우
    • 한국BIM학회 논문집
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    • 제13권4호
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    • pp.64-73
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    • 2023
  • This study introduces a method of estimating the 3D coordinates of structural damage from the detection results of visual inspection provided in 2D image coordinates using sensing data of UAV and 3D shape information of BIM. This estimation process takes place in a virtual space and utilizes the BIM model, so it is possible to immediately identify which member of the structure the estimated location corresponds to. Difference from conventional structural damage localization methods that require 3D scanning or additional sensor attachment, it is a method that can be applied locally and rapidly. Measurement accuracy was calculated through the distance difference between the measured position measured by TLS (Terrestrial Laser Scanner) and the estimated position calculated by the method proposed in this study, which can determine the applicability of this study and the direction of future research.

추상화 객체의 클러스터링에 의한 가시적 응집도 향상기법 (Visual Cohesion Improvement Technology by Clustering of Abstract Object)

  • 이정열;김정옥
    • 한국컴퓨터정보학회논문지
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    • 제9권4호
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    • pp.61-69
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    • 2004
  • 인간과 컴퓨터 사이의 복잡한 상호작용을 지원하기 위해서는 사용자 인터페이스의 설계가 중요하다. 고객의 요구사항을 수집하고 설계하기 위하여 매우 포괄적인 다방면의 지식이 요구된다. 사용자 인터페이스 설계자는 그래픽 전문가, 요구사항 분석가, 시스템 설계자, 프로그래머, 기술 전문가, 사회 행동과학자, 그리고 업무분야에 따라서 그 분야의 전문가를 필요로 한다. 따라서 다방면의 전문성을 만족시킬 수 있는 사용자 인터페이스를 설계하기 위하여 더 많은 연구가 요구되고 있다. 본 논문에서는 필드 추상화 객체, 태스크 추상화 객체, 트랜잭션 추상화 객체, 폼 추상화 객체 등의 4단계의 가시화 기법을 제안한다. 이 모델링 단계는 사용자 인터페이스에서 가시적 응집도를 향상시켜주고, 초보 설계자도 양질의 사용자 인터페이스를 개발할 수 있도록 지원한다.

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EER기반의 시각적 상품정보 모델링 에디터의 설계와 구현 (Design and implementation of a EER-based Visual Product Information Modeler)

  • 탁문희;김경화;심준호
    • 한국전자거래학회지
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    • 제12권3호
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    • pp.97-106
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    • 2007
  • 시맨틱 웹을 가능하게 해주는 핵심 기술은 온톨로지이다. 표준 언어로 자리잡은 OWL 웹 온톨로지 언어로 도메인을 직접 표현하기 위해서는 전문적인 기술이 요구된다. 따라서, 전자카탈로그 도메인 컨셉의 기초적인 관계들을 분석한 경험을 바탕으로 하여, 상품 도메인을 위한 OWL 코드를 자동적으로 생성해내는 시각적 상품정보 모델링 에디터인 PROMOD를 개발하였다. 특히, 개념모델링을 위해 상품 도메인에 특화된 모델링 요소들이 추가된 EER을 사용하였다. 본 논문에서는 EER 모델에서 OWL 코드로의 변환 방법과 PROMOD의 설계 및 구현을 보인다. 또한, 필드에서 이 모델링 에디터의 유용성을 시현하기 위한 시나리오를 제공한다.

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스테레오 비전 센서의 깊이 및 색상 정보를 이용한 환경 모델링 기반의 이동로봇 주행기술 (Direct Depth and Color-based Environment Modeling and Mobile Robot Navigation)

  • 박순용;박민용;박성기
    • 로봇학회논문지
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    • 제3권3호
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    • pp.194-202
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    • 2008
  • This paper describes a new method for indoor environment mapping and localization with stereo camera. For environmental modeling, we directly use the depth and color information in image pixels as visual features. Furthermore, only the depth and color information at horizontal centerline in image is used, where optical axis passes through. The usefulness of this method is that we can easily build a measure between modeling and sensing data only on the horizontal centerline. That is because vertical working volume between model and sensing data can be changed according to robot motion. Therefore, we can build a map about indoor environment as compact and efficient representation. Also, based on such nodes and sensing data, we suggest a method for estimating mobile robot positioning with random sampling stochastic algorithm. With basic real experiments, we show that the proposed method can be an effective visual navigation algorithm.

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An Efficient Virtual Teeth Modeling for Dental Training System

  • Kim, Lae-Hyun;Park, Se-Hyung
    • International Journal of CAD/CAM
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    • 제8권1호
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    • pp.41-44
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    • 2009
  • This paper describes an implementation of virtual teeth modeling for a haptic dental simulation. The system allows dental students to practice dental procedures with realistic tactual feelings. The system requires fast and stable haptic rendering and volume modeling techniques working on the virtual tooth. In our implementation, a volumetric implicit surface is used for intuitive shape modification without topological constraints and haptic rendering. The volumetric implicit surface is generated from input geometric model by using a closest point transformation algorithm. And for visual rendering, we apply an adaptive polygonization method to convert volumetric teeth model to geometric model. We improve our previous system using new octree design to save memory requirement while increase the performance and visual quality.