• Title/Summary/Keyword: 가상인체

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< A study on Game design with minimized game addiction by application of Bio rhythm > (< 게임중독의 최소화를 위한 인체리듬의 적용과 인터페이스 디자인 >)

  • Kim, Du-Beom;Cho, Ok-Hue;Kim, Hyung-Gi
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.597-601
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    • 2006
  • 게임 시장 규모는 하루가 다르게 성장 하고 있고 게임의 종류 또한 다양해지고 유저층도 넓어지고 있다. 그로 인한 새로운 하나의 여가문화가 생겼으며, 미디어 산업의 고부가 가치 창출을 이끌고 있다고 볼 수 있을 것이다. 하지만 재미로써의 기능과 그에 따른 병폐가 고부가가치 게임산업의 많은 부작용으로 대두되며, 최근 사회의 이슈가 되여 게임 중독성이 날로 심각해 지고 있는 실정이다. 게임 개발업체와 판매자 입장에선 유저들의 게임중독은 오히려 이득이 될 수 있겠지만, 장기적으로는 심각한 사회문제로 대두 될 것이다. 이런 사태를 미연에 방지 하기 위해서는 대책이 필요한데 불행히도 게임에 중독 되는 원인은 너무나도 다양하다. 또한 현재 게임 개발자들에게 이러한 인식과 대책이 미흡한 실정이고, 뒤늦게 나온 대책으로 청소년 PC방 출입을 아침9시부터 밤 10시까지로 제한한 사례도 있지만 현 실정에 큰 영향은 주지 못하고 있다. 게임 중독을 미연에 방지하기 위한 방안으로 법적인 제제가 필요하며, 게임 디자인에 시작에서부터 중독에 대한 고려가 필요하다. 이에 본 논문에서는 게임의 중독성을 방지하기 위한 인터페이스 디자인을 연구하는데 그 목적이 있다. 가상에서의 자신의 얼굴 ID나 캐릭터에 인체의 리듬을 적용하여 ID나 캐릭터도 쉬어야 한다는 개념을 심는 대안 시스템을 제작한다면 지금 까지 보아왔던 게임 속의 등장 캐릭터를 단순한 그래픽이 아닌 자신과 같은 인격체로 느낄 수 있으며, 이로 인해 게임의 몰입과 중독에 어떠한 효과가 나타나는지 분석하고 나온 결과를 근거로 인간에게 이로운 게임을 만드는 초석이 될 수 있을 것으로 기대해 본다.

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Size Specifications of Females Aged between 7 and 18 for 3D Body Model Development (여자 7-18세 3D 모델을 위한 인체 사이즈 스펙 개발)

  • Choi, Young Lim
    • Fashion & Textile Research Journal
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    • v.15 no.2
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    • pp.247-255
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    • 2013
  • This study develops size sections and specifications for females 7-18 years old. The specifications will contribute to the development of precise virtual models that represent basic data for the size alteration of 3D virtual models. A total of 33 items from the $5^{th}$ Size Korea data set were adopted and analyzed. Two representative factors (Obesity and Height Factors) were identified through a factor analysis of the 33 items. Waist circumference and stature were selected as representative variables for Obesity and Height Factors, respectively, and conducted cross tabulations between waist circumference and height for the age groups of 7-12 and 13-18 year-olds. Size sections were developed for the development of 3D models based on the results. A regression analysis then developed size specifications for each section with independent variables of waist circumference and height as well as dependent variables of reference body size. Subsequently, Obesity Factors were better explained by waist circumference and Height Factors were better explained by stature. Finally, size specifications for each section were developed.

3D dress modeling and Its 2D pattern development to activate the use of 3D virtual design process (가상 의복 제작 프로세스 활성화를 위한 드레스의 모델링과 정밀 패턴의 설계 및 검증)

  • Lee, Ji-Young;Hong, Kyung-Hi
    • Science of Emotion and Sensibility
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    • v.14 no.1
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    • pp.39-48
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    • 2011
  • There still is a limitation in the usage of 3D clothes model in the production line due to the lack of compatibility between 3D modeling software, and its accurate 2D pattern making software, especially for free formed dress with tight fitted zone and draped part. In this study, obstacles in the 3D direct dress design process was overcome by solving the compatibility among each step of 3D virtual design process as well as adopting 3D-2D direct pattern development program called 2C-AN. Efficacy of making 2D pattern from 3D dress design using 2C-AN program developed by the authors was examined during the course of actual dress making process. Accurate ease over the fitted dress part was examined by 3D scanning technology, and the actual appearance of the draped part was compared with the simulation image of dress model. It was confirmed that the entire 3D design process and direct 2D pattern development proposed in this study was accurate enough to use in the 3D design process.

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Using Maya Walking Motion Analysis in the Changing Environment of the Ground and Implement Realistic Character Animation (마야를 이용한 지형변화 환경에서의 보행동작 분석과 현실적 캐릭터 애니메이션 구현)

  • Yoon, Yeo-Geun;Song, Teuk-Seob
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.521-523
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    • 2012
  • In the field of virtual reality and game production with realistic, real-time character's behavior is frequently used. In this paper, the terrain changes or other actions on the surrounding environment by implementing adaptive any action that is the most natural and can be adapted to analyze real-time character animation is implemented. For this purpose, in order to control the various movements of the character of the human body, by highlighting the major joints Kinematic dummy character animation is to create a way. Changes in terrain height difference of the two stairs that could cause analysis of the behavior in the environment and the other on the surrounding environment by adapting behavior to analyze the behavior of the slope climbing Based on this, the character animation is implemented.

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A Convergence Study of Nursing Students' Experience of Cadaver Practice (간호학생의 카데바 실습 경험에 대한 융합적 연구)

  • Lee, Hyun-Jung;Lee, Sang-bok
    • Journal of Convergence for Information Technology
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    • v.10 no.8
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    • pp.60-67
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    • 2020
  • This study was conducted through a focus group interview of 4 teams of 40 nursing students to provide basic data for the development of customized cadaver practice programs and life and nursing ethics education by identifying the anatomical observation experiences of nursing students through cadaver. We tried to grasp the meaning and essence of the anatomical observation experience using the Colaizzi analysis method. As a result of the analysis, 3 categories, 6 theme clusters, and 12 themes were derived. The theme clusters for each category are as follows: Unrest (worry, confrontation), reflection (the boundary between life and death, teaching of the body teacher), growth (step forward, a valuable experience that will never be again). It was an opportunity for nursing students to realize the mystery of the human body and the preciousness of life through the experience of cadaver, and to consider the altruistic life through donation while recognizing that death is also a process of life in a broad sense.

Carrying pose optimization by using wrench space (렌치 스페이스를 이용한 물체 들기 자세 최적화)

  • Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.4
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    • pp.19-26
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    • 2015
  • This paper presents a method for optimizing a carrying pose of human body for a given object. The inputs are articulated human body model and and arbitrary-shaped object. We assume that the object is big and heavy, so that both arms should be used to carry it. Unlike small and light objects, big and heaby objects can be hold by only a small range of body poses while keeping a physical statbility. We first introduce an algorithm that evaluates a physical stability of a given human body pose and object state (position and orientation). Then, we define a configuration space and search the space for the most stable carrying pose by using the evaluation algorithm. Finally, to demonstrate the usability of our method, we present the results which each is experimented with different shaped objects and additional user conditions.

Analysis on Lower Body Type and 3D Virtual Appearance Evaluation of Boots cut Jeans for Women (성인여성의 하반신 체형분석 및 부츠 컷 청바지의 가상 외관평가)

  • Choi, Jin;Do, Wol-Hee
    • Journal of the Korean Home Economics Association
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    • v.46 no.2
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    • pp.73-83
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    • 2008
  • The focus of this research was concerned with studying lower body type for Korean adult females. information from the measuring values based on research on the physical standard of the nation(2004) were summarized, in addition a factor of the need for appropriate fit in boots cut jean wear, basic lower body part applying to each item had to be taken into consideration to enhance sizing suitability. The body type are classified into three kinds by means of factor analysis and cluster analysis. Type 1 referred to the fat lower body, having thick rounding waist. compared to other body parts, and long leg according to its proportion. Type 2 represented medium stature but with a large skeleton structure of lower body. Type 3 represented a the long lower body having slender rounding waist. This study was attempted to evaluate the fitness of boots cut jeans pattern for women using 3D Clothes Modeling Software.

Motion Visualization of a Vehicle Driver Based on Virtual Reality (가상현실 기반에서 차량 운전자 거동의 가시화)

  • Jeong, Yun-Seok;Son, Kwon;Choi, Kyung-Hyun
    • Transactions of the Korean Society of Automotive Engineers
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    • v.11 no.5
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    • pp.201-209
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    • 2003
  • Virtual human models are widely used to save time and expense in vehicle safety studies. A human model is an essential tool to visualize and simulate a vehicle driver in virtual environments. This research is focused on creation and application of a human model fer virtual reality. The Korean anthropometric data published are selected to determine basic human model dimensions. These data are applied to GEBOD, a human body data generation program, which computes the body segment geometry, mass properties, joints locations and mechanical properties. The human model was constituted using MADYMO based on data from GEBOD. Frontal crash and bump passing test were simulated and the driver's motion data calculated were transmitted into the virtual environment. The human model was organized into scene graphs and its motion was visualized by virtual reality techniques including OpenGL Performer. The human model can be controlled by an arm master to test driver's behavior in the virtual environment.

Improvement of Graphic User Interface for Motion Database of Sign Language Avatar (수화 아바타의 동작 데이터베이스를 위한 그래픽 사용자 인터페이스의 개선)

  • Oh, Young-Joon;Park, Kwang-Hyun;Jung, Seong-Hoon;Jang, Hyo-Young;Bien, Zeung-Nam
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.851-856
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    • 2007
  • 수화는 청각장애인이 주로 사용하는 시각적인 언어이다. OpenGL 기반의 가상현실 공간을 배경으로 하여 청각장애인들이 쉽게 이해할 수 있는 수화 아바타의 움직임을 구현하기 위해, 본 논문에서는 수화 동작 데이터베이스를 구축하는 그래픽 사용자 인터페이스를 개발한다. 개발한 시스템에서는 아바타의 사실적인 표현과 친근감을 강조하기 위해 3D MAX 기반의 인체 아바타 모델의 픽셀 값을 ASE를 사용하여 C언어 코드로 변환함으로써 인간과 거의 비슷한 모델을 생성하였다. 손 모양 편집프로그램은 슬라이드 바를 사용하여 21개의 손 관절 각도를 조정할 수 있으며, 손 모양 코드번호와 손 모양 이름을 지정하여 수화단어 편집프로그램에서 사용하는 손 모양 데이터 형식으로 저장할 수 있다. 수화단어 편집프로그램은 수화단어 데이터 형식의 값을 설정하는 기능과 함께 손 모양 대칭복사, 검색, 추가, 수정, 삭제 기능을 제공함으로써 사용자가 손 모양을 쉽게 편집할 수 있도록 하였다. 손 모양 편집프로그램과 수화단어 편집프로그램을 사용하여 구성한 데이터베이스를 기반으로 수화 아바타가 가상현실 공간에서 인간과 유사한 움직임을 표현할 수 있도록 하였다.

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A Study of Virtual 3D Fashion Coordination (가상 3D 패션 코디네이션 연구)

  • 강인애;김효숙;최창석
    • Journal of the Korean Home Economics Association
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    • v.40 no.6
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    • pp.159-171
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    • 2002
  • Today, many people seek for their own personal character which is distinguished from another people and they utilize fashion coordination as the was of expression their own image. In addition, interest in electronic commerce and cuber shopping mall on the internet is increasing. For this reason, visual and interesting virtual fashion coordination system is needed. The purpose of this study is to propose possibility of fashion coordination by virtual 3D model. For this study, 1. We make a 3D standard body model by automatic generation. 2. We make 3D fashion item (sleeveless top and flare skirt) by automatic generation. 3. We combine 3D body model with fashion item by special point, grouping and gap being between body and clothes. 4. We make textile palettes and textile DB for texture mapping and rendering. As a effect of this study, 1. It can give the chance to coordinate clothes suitable for their own character and bodyshape on the cuber space more speedily and variously. 2. It can help fashion internet shopping mall company can save a time, expenses and tries to advertise their new products, offer service for customers and lead customers to purchasing. 3. It can accumulate a database of design and textile for using by fashion and textile industry.