• 제목/요약/키워드: graphic design

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Preliminary Form Design of Cable Structure using Computer Graphics (컴퓨터 그래픽스를 이용한 케이블 구조의 초기형태 설계)

  • Kim, Nam-Hee;Koh, Hyun-Moo;Hong, Sung-Gul
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.24 no.4
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    • pp.375-382
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    • 2011
  • Nowadays computer graphic softwares have opened a lot of potential by providing parametric modeling and generative algorithms which are useful not only to describe various geometrical shapes but also to implement a designer's intent in terms of modules systematically. This study has proposed a way of developing a module for generating preliminary structural configuration using such potential computer graphics. Especially parametric modeling and generative algorithm are utilized to define various design alternatives, and moreover use of dynamic graphics enables designers to generate a structural form on one side and a force flow diagram correspondingly provided on the other. This ultimately leads to rational preliminary design of a structural form considering its force flow.

The Graphic Designer's Competency in Convergence of Outsourcing Game Development (융복합적 외주 중심 게임개발 환경에서의 그래픽 디자이너 필요역량)

  • Ahn, Duck-Ki;Kim, Suk-Rae
    • Journal of Digital Convergence
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    • v.13 no.6
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    • pp.257-265
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    • 2015
  • The outsourcing has become a general part of the convergence in modern game development process for generating a higher profit margin. This study examines and defines the work competences required for the game graphic designers in a collaboration performance of outsourcing. In this study, we introduce the basic concept and advantages of the outsourcing and extend prior work on identifying three work competencies of graphic designers. We conducted in-depth case studies of outsourcing system used by North America's major game developer. The findings from this study offer insights into the essential core competencies expected for graphic designers, providing effective guideline from the practical perspective.

The Need of Cache Partitioning on Shared Cache of Integrated Graphics Processor between CPU and GPU (내장형 GPU 환경에서 CPU-GPU 간의 공유 캐시에서의 캐시 분할 방식의 필요성)

  • Sung, Hanul;Eom, Hyeonsang;Yeom, HeonYoung
    • KIISE Transactions on Computing Practices
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    • v.20 no.9
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    • pp.507-512
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    • 2014
  • Recently, Distributed computing processing begins using both CPU(Central processing unit) and GPU(Graphic processing unit) to improve the performance to overcome darksilicon problem which cannot use all of the transistors because of the electric power limitation. There is an integrated graphics processor that CPU and GPU share memory and Last level cache(LLC). But, There is no LLC access rules between CPU and GPU, so if GPU and CPU processes run together at the same time, performance of both processes gets worse because of the contention on the LLC. This Paper gives evidence to prove the need of the Cache Partitioning and is mentioned about the cache partitioning design using page coloring to allocate the L3 Cache space only for the GPU process to guarantee GPU process performance.

GML Document Editing and Translation System based on Vector Graphic (벡터 그래픽 기반의 GML 문서 편집 및 변환 시스템)

  • Kim, Chang-Su;Yeom, Sung-Keun;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.6
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    • pp.1058-1064
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    • 2009
  • According to development of Information Technology and generalization of internet, practical use field of geography information became various. Therefor various Geographic Information System (GIS) constructed to manage geography information efficiently. However, geography information data of various form is depending on graphic authorizing tool of various form being not normalized each other. So, OGC(Open Geospatial Consortium) proposed GML(Geography Markup Language) that describe normalized geography information data that can apply mutually and W3C proposed SVG(Scalable Vector Graphics) of vector base. In this paper creates GML data of XML base for geography information data processing to vector graphic object, and design and implementation of GML document editing and translation system that define code converter that create GML document through created graphic objects and change vector graphic to logic structure of XML base.

Development of 3-D Web Graphic Library Using Java (자바를 이용한 3차원 웹 그래픽 라이브러리의 개발)

  • Jeong, Gab-Joong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.8
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    • pp.1709-1715
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    • 2005
  • This paper describes the development of 3-D web graphic library for dynamic web graphic design. The 3-D web graphic library developed in this per supports creation of 3-D objects like cube and sphere objects, elimination of hidden line and surface, and the shading of diffuse and specular reflections. It provides, in drawing, perspective projection of an object depth first sort of multiple objects, and wire frame and solid models. It also supports texture mapping function for realistic and dynamic web application in application software. Each created 3-D object gives functions for the scaling, translation, and rotation of itself. It can be used for the development of dynamic web application software and the advertisement of information for business and tourism as a 3-D web graphic library engine. It is written in 'Java' language and runs on web browsers with Java virtual machine without any dependancy of client computer system.

GML document editing and translation system based on GML and vector graphic (GML과 벡터 그래픽 기반의 GML 문서 편집 및 변환 시스템)

  • Kim, Chang-Su;Cho, Young-Soon;Cho, Tae-Beom;Bang, Jin-Suk;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.645-648
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    • 2009
  • According to development of Information Technology and generalization of internet, practical use field of geography information became various. Therefor various Geographic Information System (GIS) constructed to manage geography information efficiently. However, geography information data of various form is depending on graphic authorizing tool of various form being not normalized each other. So, OGC (Open Geospatial Consortium) proposed GML (Geography Markup Language) that describe normalized geography information data that can apply mutually and W3C proposed SVG (Scalable Vector Graphics) of vector base. In this paper creates GML data of XML base for geography information data processing to vector graphic object. and design and implementation of GML document editing and translation system that define code converter that create GML document through created graphic objects and change vector graphic to logic structure of XML base.

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Virtual design evaluation system for and automobile cabin (인공현실감을 이용한 승용차 운전석 디자인 평가시스템)

  • 윤정선;박재희;김철중
    • Journal of the Ergonomics Society of Korea
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    • v.14 no.1
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    • pp.83-90
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    • 1995
  • Virtual reality can be applied well to product design and evaluation. A virtual design evaluation system for an automobile cabin was implemented on a desk-top virtual environment system. It has two frontal seats, a dashboard, a steering wheel, and various displays/controllers. Users can interact with these components as they do that with real ones. To verify the effectiveness of the virtual design evaluation system, 17 subjects participated in the evaluation procedure. The evaluation result showed that the stereoscopic vision enhanced the subjective reality of the virtual automobile cabin. Graphic details, design, and time lag were also related to the subjective feel for reality.

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A Study on the Factors Determining Experience of Flow in Mobile Social Network Games (모바일 소셜 네트워크 게임의 몰입 요인에 관한 연구)

  • Kim, Seul-Yi;Chung, Yongkuk;Chen, Meicen
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.55-68
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    • 2013
  • This study examined the factors determining experience of flow in mobile social network games. Built upon the literature on flow experience in the Internet and online games, this study classified the determining factors into three categories. The first category is the content factor which includes graphic design, challenge, and incentive; the second is the device factor including ease of access and ease of control; the third is the social factor including social interaction and community activities. A correlation analysis was conducted to examine the association between each of the seven determining factors and flow experience. Additionally, a hierarchical regression analysis was performed to evaluate which of the selected factors would exert a relatively strong influence on experience of flow. Both analyses reached the same conclusions as follows: Graphic design, incentive, and community activities increase flow experience while challenge and ease of control exert little influence on flow experience. In addition, graphic design was the most influential element in determining flow experience, followed by community activities and incentive, respectively.

Graphic-based guidance point display system design for obtaining and improving lumbar exercise effect (요추 운동효과 향상을 위한 그래픽 기반 유도점 표시 시스템 설계)

  • Shin, Seong-Yoon;Lee, Hyun-Chang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.2
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    • pp.208-213
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    • 2021
  • The use of computers has increased greatly, and services have been developed very much for the convenience of users. As the use of computers increases, human activity has declined, and symptoms of deterioration in health are increasing. As the time to sit and live increased, humans are more exposed to diseases of low back pain, and low back pain includes pain related to the lower back centering on the herniated disc. Most of the back pain is caused by abnormalities in the muscles and ligaments that support the spine and trunk. In this paper, we present an overall design for developing an app that can obtain lumbar exercise effects to reduce low back pain or help treatment. In order to use this effectively, we propose a plan to obtain lumbar exercise effect, and aim to present an app design that can help effectively treat low back pain by using graphic-based guidance points.

Use of measuring gauges for in vivo accuracy analysis of intraoral scanners: a pilot study

  • Iturrate, Mikel;Amezua, Xabier;Garikano, Xabier;Solaberrieta, Eneko
    • The Journal of Advanced Prosthodontics
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    • v.13 no.4
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    • pp.191-204
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    • 2021
  • PURPOSE. The purpose of this study is to present a methodology to evaluate the accuracy of intraoral scanners (IOS) used in vivo. MATERIALS AND METHODS. A specific feature-based gauge was designed, manufactured, and measured in a coordinate measuring machine (CMM), obtaining reference distances and angles. Then, 10 scans were taken by an IOS with the gauge in the patient's mouth and from the obtained stereolithography (STL) files, a total of 40 distances and 150 angles were measured and compared with the gauge's reference values. In order to provide a comparison, there were defined distance and angle groups in accordance with the increasing scanning area: from a short span area to a complete-arch scanning extension. Data was analyzed using software for statistical analysis. RESULTS. Deviations in measured distances showed that accuracy worsened as the scanning area increased: trueness varied from 0.018 ± 0.021 mm in a distance equivalent to the space spanning a four-unit bridge to 0.106 ± 0.08 mm in a space equivalent to a complete arch. Precision ranged from 0.015 ± 0.03 mm to 0.077 ± 0.073 mm in the same two areas. When analyzing angles, deviations did not show such a worsening pattern. In addition, deviations in angle measurement values were low and there were no calculated significant differences among angle groups. CONCLUSION. Currently, there is no standardized procedure to assess the accuracy of IOS in vivo, and the results show that the proposed methodology can contribute to this purpose. The deviations measured in the study show a worsening accuracy when increasing the length of the scanning area.