• 제목/요약/키워드: graphic design

Search Result 1,168, Processing Time 0.029 seconds

SVG Editing System based on XML for Structured Graphic Representation (구조화된 그래픽 표현을 위한 XML 기반의 SVG 저작 시스템)

  • Kim Tak-chen;Kim Jin-soo;Jung Hoe-kyung
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.8 no.8
    • /
    • pp.1661-1669
    • /
    • 2004
  • A rapid development of Internet is changing users' desire from existing static contents to dynamic and diverse ones. Thus the SVG provides more affluent and sophisticated graphic expressions than an existing method based on bitmap, it can faithfully display vector graphics without scarifying any functions or the problem of device compatibility. In addition, it allows indexing, searching, storing, and sharing by the description of the logical structure of graphics. Since there are, however, very few people who know the complex SVG syntax and make use it, an editing system, which enables users to utilize the SVG graphics easily, has been in need. Therefore, in this thesis, we do research on basic technology on the SVG, design and make an editing system for SVG documents. The system, therefore, provides uses with a user-friendly editing interface and enables them to write graphic objects easily, and generates complex SVG documents automatically.

Video Production Method using Match Moving Technique (매치무빙 기법을 활용한 모션그래픽 영상제작에 관한 연구)

  • Lee, Junsang;Park, Junhong;Lee, Imgeun
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.20 no.4
    • /
    • pp.755-762
    • /
    • 2016
  • Motion graphic is the recently emerged technique which extends the ways of expression in video industry. Currently, it is worldwide trends that the image design gets more attention in the field of movie, advertisement, exhibition, web, mobile, games and new media, etc. With the development of computer's new technologies, VFX methods for the visual content is dynamically changed. Such production methods combine the real scenary and CG(Computer Graphic) to compose realistic scenes, which cannot be pictured in the ways of ordinary filming. This methods overcome the difference between the real and virtual world, maximize the expressive ways in graphics and real space. Match moving is technique of accurate matching between real and virtual camera to provide realistic scene. In this paper we propose the novel technique for motion graphic image production. In this framework we utilize the match moving methods to get the movements of the real camera into 3D layer data.

A Study on the Analysis of Cognition and Preference for the Visual Changes of Urban Exterior Space (도시 외부공간의 시각적 변화에 대한 인지 및 선호도 분석에 관한 연구)

  • 이선화;김유길
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.27 no.3
    • /
    • pp.58-68
    • /
    • 1999
  • Purpose of this thesis is to find out the relationship among the amount of change and the visual cognition, and the visual preference which people like and can feel. Through the investigation of relationships between the amount of change, which indicates the degree of visual variation and the visual preference, the amount of change and the visual cognition, and the visual preference and the visual cognition, basic design data will be supplied, which can satisfy users' desire as much as possible in the most economic way. In order to investigate the relationship between the visually produced the amount of change and preferences, graphic simulation, in which variables other than the visual change are controlled, has been proceeded. Graphic factors of the visual change in the cyber exterior space are determined on the point of location (base plane, vertical plane, overhead plane), shape, size and color. As for the relationship between the amount of change and the preference, only the size is effective. since preferences on the location, shape and color are individual preferences, no common trend can be found. Therefore, we cannot say that which shape or color is better, Since the location, shape and color are qualitative change and the size is the quantitative change, the size can be the measurable change quantity. The relationship between the amount of change of size and the degree of preference is found to be inverse U-shape, i.e., as the amount of change of size increases the degree of preference first increases and, after a certain level, decreases. The same result has been obtained in photo simulation.

  • PDF

Development of Data Acquistion and Processing System for the Analysis of Biophysiological signal (생체신호 처리를 위한 시스템 개발)

  • 이준하;이상학;신현진
    • Progress in Medical Physics
    • /
    • v.3 no.1
    • /
    • pp.71-78
    • /
    • 1992
  • This study describes the design of the biophysiological signal processing analyzer which can collect and analyze the biosignal raw data. System hardware is consisted of the IBM PC AT. pre-amplifier. AID converter, Counter/Timer. and RS-232C processor. Biophysiological signal data were processed by the software digital filter. FFT and graphic processing routine. The tachogram and FFT of the the peak to peak interval time was accomplished by the Graphic user interface software using the biophysiological signal processed data. Using this system. the powerspectrum of the heart rate variability during the long term could be observed. Experimental results of this system approach our purpose. which is improved the cost performance. easy to use. reducing raw-data noise and optimizing model for digital filter.

  • PDF

Development of a Virtual Simulator for Agile Manufacturing System

  • C., Sangmin;C., Younghee;B., Jongil;L., Manhyung
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 2000.10a
    • /
    • pp.103-103
    • /
    • 2000
  • In this paper to cope with the reduction of products life-cycle as the variety of products along with the various demands of consumers, a virtual simulator is developed to make the changeover of manufacturing line efficient to embody a virtual simulation similar to a real manufacturing line. The developed virtual simulator can design a layout of a factory and make the time scheduling. Every factory has one simulator so that one product can be manufactured in the factories to use them as virtual factories. We suggest a scheme that heightens the agility to the diversity of manufacturing models by making the information of manufacturing lines and products models to be shared. The developed unit simulator can construct a proper virtual manufacturing line along with the required process of products using several kinds of operator and work cell. A user with the simulator can utilize an interface that makes one to manage the separate task process for each manu(acturing module, change operator components and work cells, and easily teach tasks of each task module. The developed simulator was made for users convenience by Microsoft Visual C++ 6.0 that can develop a program supplying graphic user interface environment and by OpenGL of the Silicon Graphics as a graphic library to embody 3D graphic environment. Also, we show that the simulator can be used efficiently for the agile manufacturing by the communication among the factories being linked by TCP/IP and a hybrid database system made by a hierarchical model and a relational model being developed to standardize the data information.

  • PDF

Development of the VR Simulation System for the Study of Driver's Perceptive Response (운전자 인지반응 연구를 위한 VR 시뮬레이션 시스템 개발)

  • Jang, Suk;Kwon, Seong-Jin;Chun, Jee-Hoon;Cho, Ki-Yong;Suh, Myung-Won
    • Transactions of the Korean Society of Automotive Engineers
    • /
    • v.13 no.2
    • /
    • pp.149-156
    • /
    • 2005
  • In this paper, the VR(Virtual Reality) simulation system is developed to analyze driver's perceptive response on the ASV(Advanced Safety Vehicle). The ASV is the vehicle of next generation equipped with various warning systems. For the purpose, the VR simulation system consists of VR database, vehicle dynamic model, graphic/sound system, and driving system. The VR database which generates 3D graphic and sound information is organized for the driving reality. Mathematical models of vehicle dynamic analysis are constructed to represent the dynamic behavior of a vehicle. The driving system and the graphic/sound system provide a driver with the operation of a vehicle and the feedback of a driving situation. Also, the real-time simulation algorithm synchronizes the vehicle dynamic model with the VR database. To check the validity of the developed system, a simple scenario is applied to investigate driver's perceptive response time and vehicle acceleration on an emergency situation. It is confirmed that the proposed system is useful and helpful to design the FVCWS(Forward Vehicle Collision Warning System).

A Study on Material Analysis with Usability for Virtual Costume Hanbok in Digital Fashion Show (디지털 패션쇼를 위한 가상 한복 재질분석 및 사용성 연구)

  • Ahn, Duckki;Chung, JeanHun
    • Journal of Digital Convergence
    • /
    • v.15 no.7
    • /
    • pp.351-358
    • /
    • 2017
  • This study seeks to propose the virtual costume's pipeline production in digital fashion show which is based on the unique characteristic combining computer graphic technology and traditional fashion design. This study analyzed the fabric materials based on Korean traditional costume to create a virtual Hanbok for the digital fashion show, and conducted the group of professional's satisfaction statistics through the experiment to verify the realistic usability. The contents of primary process of producing virtual Korean costume is analyzed by summarizing the thickness, weight, and color as the three essential fabric properties required for virtual Hanbok. In addition, virtual costumes are compared with real Hanbok based on the usability survey to evaluate the positive research result by forty graphic experts. The purpose of this study is to present the guideline of essential material analysis of the fabrication to digital fashion show in the virtual clothing production.

Oil Cooler Design Automation on the Cooling of Machine Tool Cutting Oil (공작기계 절삭유 냉각용 오일쿨러 설계 자동화)

  • 권혁홍
    • Journal of the Korean Society of Manufacturing Technology Engineers
    • /
    • v.8 no.1
    • /
    • pp.89-99
    • /
    • 1999
  • The automatic design of shell & tube type oil cooler can be used in real industrial environments. Since the automatic design system is intended to be used in small companies, it is designed to be operated well under environments of CAD package in the personal computer. It has adopted GUI in design system, and has employed DCl language. Design parameters to be considered in the design stage of shell and tube type oil cooler are type of oil cooler, outer diameter, thickness, length of tube, tube arrangement, tube pitch, flow rate, inlet and outlet temperature, physical properties, premissive pressure loss on both sides, type of baffle plate, baffle plate cutting ratio, clearance between baffle plate outer diameter and shell inner diameter and clearance between baffle plate holes. As a result, the automatic design system of shell & tube type oil cooler is constructed by the environment of CAD software using LISP. We have built database of design data for various kinds of shell & tube type oil coolers. The automatic design system have been assessed and compared with existing specification of design. Good agreement with Handbook of heat exchanger and design dta of real industrial environments has been found.

  • PDF

A Study on the Improvements of the Design Field in the 6th Edition of the Korean Decimal Classification (KDC) (KDC 제6판 디자인학 분야 개선방안에 관한 연구)

  • Kim, Soojung
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.24 no.3
    • /
    • pp.53-72
    • /
    • 2013
  • For the purpose of improving the Korean Decimal Classification (KDC) in the design field, this study investigated the classification systems of design research suggested in previous studies and compared KDC, DDC, LCC, and NDC. The problems identified from the current KDC include lack of subdivisions regarding basic design theories and major design application fields and the absence of notes for explaining the scope of each design field. To solve these problems, this study suggested improvements for design theories, graphic design, industrial design, and environmental design.

Development of a Parametric Design System for Membrane Structures (연성 막구조의 파라메트릭 설계 시스템 개발)

  • Choi, Hyun-chul;Lee, Si Eun;Kim, Chee Kyeong
    • Journal of Korean Association for Spatial Structures
    • /
    • v.16 no.4
    • /
    • pp.29-36
    • /
    • 2016
  • The objective of this research is to development of a parametric design system for membrane structures. The parametric design platform for the spatial structures has been designed and implemented. Rhino3D is used as a 3D graphic kernel and Grasshopper is introduced as a parametric modeling engine. Modeling components such as structural members, loading conditions, and support conditions are developed for structural modeling of the spatial structures. The interface module with commercial structural analysis programs is implemented. An iterative generation algorithm for design alternatives is a part of the design platform. This paper also proposes a design approach for the parametric design of Spoke Wheel membrane structures. A parametric modeling component is designed and implemented. SOFiSTik is examined to interact with the design platform as the structural analysis module. The application of the developed interface is to design optimally Spoke Wheel Shaped Ductile Membrane Structure using parametric design. It is possible to obtain objective shape by controlling the parameter using a parametric modeling designed for shape finding of spoke wheel shaped ductile membrane structure. Recently, looking at the present Construction Trends, It has increased the demand of the large spatial structure. But, It requires a lot of time for Modeling design and the Structural analysis. Finally an optimization process for membrane structures is proposed.