• Title/Summary/Keyword: 디지털 모형제작

Search Result 123, Processing Time 0.029 seconds

Validity experiment of dipping method in the manufacture of metal-ceramic substructure (금속 도재 하부구조물 제작 시 침적법의 타당도 실험)

  • Lee, Wan-Sun;Im, Su-Yeon;Kim, Wook-Tae
    • Journal of Dental Rehabilitation and Applied Science
    • /
    • v.31 no.1
    • /
    • pp.26-32
    • /
    • 2015
  • Purpose: The main purpose of this study is to suggest application plan of dipping method by comparing & analysing the difference between addition method and dipping method in the manufacture of metal-ceramic substructure of maxillary central incisor (#1), followed by assessing the work efficiency. Materials and Methods: Master die and hard plaster-copied one were produced and then a total of 20 copies, 10 copies for each through addition method and dipping method, were manufactured and experimented. Copings were fixed on the abutment model and invested in epoxy mounting cup. Samples were cut in labial and lingual direction, using cutter and then rubbed on sandpaper, whose 4 points were measured by using digital microscope. Results: The comparison of mean values by using t-test, parametric statistical method, shows overall significant difference (P < 0.05). Conclusion: The result of this study can be suggested as an application plan, since there is no significant difference between addition method and dipping method in the manufacture of metal-ceramic substructure.

Development and Effects of Instruction Model for Using Digital Textbook in Elementary Science Classes (초등 과학 수업에서 디지털 교과서 활용 수업모형 개발 및 효과)

  • Song, Jin-Yeo;Son, Jun-Ho;Jeong, Ji-Hyun;Kim, Jong-Hee
    • Journal of the Korean Society of Earth Science Education
    • /
    • v.10 no.3
    • /
    • pp.262-277
    • /
    • 2017
  • Digital textbooks enable learning that is appropriate to the characteristics and level of learners through various interactions. The purpose of this study was to develop an instruction model that can more effectively use digital textbooks in elementary science classes and to verify its effectiveness. The results were as follows. The instruction model for helping learners complete their learning by using digital textbooks needs to receive diagnostic assessment and feedback on entry behavior, to build a self-directed learning environment, and to interact with teachers, students, and digital textbooks as scaffolding. In this study, we developed an instruction model using digital textbooks reflecting these characteristic. The instructional model consists of preparation, practice and solidity step. In the preparation step, the learner performs a diagnostic evaluation using digital textbooks. Based on the results, feedback provided at each level can complement the entry behavior and maintain interest in learning activities. In the practice step, self-directed learning is implemented using diverse functions of digital textbooks and various types of data. In the solidity step, learners can internalize the learning contents by reviewing video clips which are provided by teachers, performing problem-solving activities, and accessing outcomes accumulated by learners in the community online. In order to verify the effectiveness of this model, we selected the "Weather and our Life" unit. This experiment was conducted using 101 students in the 5th grade in B Elementary School in Gwangju Metropolitan City. In the experimental group, 50 students learned using a smart device that embodies digital textbooks applied with the instruction model. In the comparative group, 51 students were taught using the paper textbooks. The results were as follows. First, there was a significant effect on the improvement of the learning achievement in the experimental group with low academic ability compared with the comparative group with low academic ability. Second, there was a significant effect on self-directed learning attitude in the experimental group. Third, in the experimental group, the number of interactions with the learner, teacher, and digital textbook was higher than the comparative group. In conclusion, the digital textbooks based on the instruction model in elementary science classes developed in this study helped to improve learners' learning achievement and self-directed learning attitudes.

A Preliminary Study for Implementation of Digital Geographic Information in Non-Urban Area (비도시지역 디지털 지리정보 구축을 위한 기초연구)

  • Kim, Jae-Myeong;Choi, Yun-Soo;Seo, Chang-Wan;Cho, Han-Keun
    • Spatial Information Research
    • /
    • v.18 no.5
    • /
    • pp.63-74
    • /
    • 2010
  • The construction of digital geographic information of Non-Urban Area have been needed to build a nationwide information infrastructure for the balanced development of nation to reduce a gap between city and Non-Urban Area due to the emphasis on a large scale digital map (1/1,000) implementation for cities. In this research, we researched the basic long-term blueprint for establishing digital geographic information in non-urban area. From the proposed institutional foundation, we want to build this information for Non-Urban Areas and to make a long-term plan to strengthen the national com petitiveness dealing with the globalization, liberalization, and information based on the digital geographic information in non-urban area. This study suggested 3 alternatives to implement digital geographic information of Non-Urban Area as follow. Firstly central government fund whole cost, secondly central government and local government fund a cost half and half, lastly combining first and second alternative. This study can be a basis on building national information infrastructure, provide core information for national projects and revitalize the use of spatial information for Non-Urban Area.

Path analysis for academic self-efficacy, the motivation and learning attitude on the learning through game making activity (게임 제작을 통한 학습에서 학업적 자기효능감, 학습동기 및 학습태도에 대한 경로분석)

  • Park, Hyung-Sung
    • Journal of The Korean Association of Information Education
    • /
    • v.16 no.1
    • /
    • pp.33-40
    • /
    • 2012
  • The purpose of this study is to find the relationship of academic self-efficacy, motivation, computer learning attitudes on the learning through game making activity. Through this study, it was confirmed structural relationship of the variables for learner's participant and academic goal achievement in learning with digital games. The structural equating model in this study, also indicates that academic self-efficacy, which was consisting of assignment level, self-efficacy, confidence affects meaningfully on motivation and computer learning attitudes. It is important factor that Learner's attitudes for the task and regulate of learning process in learning with digital games, which was focused on learning by doing.

  • PDF

Augmented Plasticity: Giving Morphological Editability to Physical Objects (증강가소성: 물리적 오브젝트에 형태적 편집가능성 부여하기)

  • Lee, Woo-Hun;Kang, Hye-Kyoung
    • Archives of design research
    • /
    • v.19 no.1 s.63
    • /
    • pp.225-234
    • /
    • 2006
  • Product designers sketch various ideas of foreground figures(detail design) onto background figures(basic form) and evaluate numerous combinations of them in the late stages of design process. Designers have to test their ideas elaborately with a high-fidelity physical model that looks like a real product. However, due to the requirements of time and expense in making high-fidelity design models, it is impossible to evaluate such a number of combinatorial solutions of background and foreground figures. Contrary to digital models, physical design models are not easily modifiable and so designers cannot easily develope ideas through iterative design-evaluation process. To address these problems, we proposed a new concept 'Augmented Plasticity' that gives morphological editability to a rigid physical object using Augmented Reality technology and implemented the idea as Digital Skin system. Digital Skin system figures out the position and orientation of object surface with ARToolKit visual marker and superimposes a deformed surface image seamlessly using differential rendering method. We tried to apply Digital Skin system to detail design, redesign of product, and material exploration task. In consequence, it was found that Digital Skin system has potential to allow designers to implement and test their ideas very efficiently in the late stages of design process.

  • PDF

Factor Analysis for Activating Game Based Digital Urban Theme Park (게임 기반 도심형 디지털 테마파크의 활성화를 위한 요소 분석)

  • Ra, Gunju;Sung, Junghwan
    • Journal of Korea Game Society
    • /
    • v.15 no.3
    • /
    • pp.19-30
    • /
    • 2015
  • The increasing interest in digital leisure with virtual reality has led to the emergence of digital based urban theme park. Since there were some game type based digital theme parks, which ended up failed in Korea, we analyzed game and space factors for game based digital theme park by drawing upon Maslow's need theory and the hero's journey by Joseph Campbell. We anticipate our research for analysis of game based theme park provides important groundwork on designing various digital urban theme park.

Surveyed restoration and RPD framework design utilizing electronic surveying (전자 서베잉을 이용한 서베이드 금관과 국소의치 프레임워크 디자인)

  • Hong, Yong-Shin;Park, Eun-Jin;Kim, Seong-Kyun;Koak, Jai-Young;Heo, Seong-Joo;Park, Ji-Man
    • The Journal of Korean Academy of Prosthodontics
    • /
    • v.49 no.4
    • /
    • pp.354-361
    • /
    • 2011
  • There are still many limitations on fabricating dentures using digital method while computerized production of fixed prostheses utilizing intraoral scanner and CAD/CAM technology has propagated rapidly. Recently the digital solution of fabricating removable partial denture by applying haptic input device, electronic surveying, and rapid prototyping was introduced. In this case presentation, five patients were treated with surveyed crown and removable partial dentures by this digital solution. Fit of dentures was excellent except for one case which showed morphological difference between the actual teeth and that of master cast by the erroneous impression process. There also was not any problem of stability and retention after adaptation in the clinical setting.

A case report of a surgical guide fabricated via intraoral scanning-based implant planning and wax-based rapid prototyping (구강스캐너를 이용한 임플란트 수술 계획 및 왁스 기반 쾌속조형법으로 제작한 수술용 가이드 증례)

  • Shin, Jong-Hoon;Park, Eun-Jin;Park, Ji-Man
    • The Journal of Korean Academy of Prosthodontics
    • /
    • v.53 no.3
    • /
    • pp.244-249
    • /
    • 2015
  • With the recent progress of digital technology, the computer guided surgery utilizing a guide template in the placement of implant has been actively performed, and the method employing the intraoral scanner at the implant prosthesis introduced. Fabrication method of the guide template can be largely classified into design-related rapid prototyping (RP) system and vector milling system, and each of the method has its own weakness in the clinical application despite of excellent accuracy. Thus, in this case study, a working model was fabricated by the wax RP technology using images acquired by CBCT and an intraoral scanner, and the metal bushing was picked up with orthodontic resin cast upon the wax model. Using this method, a surgical guide template was fabricated and used in surgery. From this, we could obtain a satisfactory outcome clinically in the implant placement and the fabrication of the final prostheses and thus report this case herein.

3D Volumetric Capture-based Dynamic Face Production for Hyper-Realistic Metahuman (극사실적 메타휴먼을 위한 3D 볼류메트릭 캡쳐 기반의 동적 페이스 제작)

  • Oh, Moon-Seok;Han, Gyu-Hoon;Seo, Young-Ho
    • Journal of Broadcast Engineering
    • /
    • v.27 no.5
    • /
    • pp.751-761
    • /
    • 2022
  • With the development of digital graphics technology, the metaverse has become a significant trend in the content market. The demand for technology that generates high-quality 3D (dimension) models is rapidly increasing. Accordingly, various technical attempts are being made to create high-quality 3D virtual humans represented by digital humans. 3D volumetric capture is spotlighted as a technology that can create a 3D manikin faster and more precisely than the existing 3D model creation method. In this study, we try to analyze 3D high-precision facial production technology based on practical cases of the difficulties in content production and technologies applied in volumetric 3D and 4D model creation. Based on the actual model implementation case through 3D volumetric capture, we considered techniques for 3D virtual human face production and producted a new metahuman using a graphics pipeline for an efficient human facial generation.

A comparative study of impression methods using stock tray and intraoral scanner in a completely edentulous patient with an atypical arch shape: a case report (비정형적인 악궁을 가진 완전 무치악 환자에서 기성 트레이와 구강 스캐너를 이용한 인상 채득 방법의 비교 연구: 증례 보고)

  • Jae-Hoon Park;Ji-Hyun Kim;Jae-Min Seo;Jung-Jin Lee;Yeon-Hee Park
    • The Journal of Korean Academy of Prosthodontics
    • /
    • v.61 no.4
    • /
    • pp.344-355
    • /
    • 2023
  • In complete denture fabrication, accurate preliminary impressions are crucial for obtaining an accurate final impression. However, it can be challenging in cases of atypical arch shapes. This case report compares diagnostic casts made with a stock tray and an intraoral scanner (IOS) in a patient with an atypical arch shape. A 58-year-old edentulous male patient with long, narrow, atypical arches was referred to the Oral and Maxillofacial Surgery department for complete denture fabrication. Compared to the diagnostic cast obtained using IOS with adequately captured anatomical parameters, the primary model obtained using a stock tray showed prominent overextended flanges on the labial and buccal sides of the maxillary arch and less prominent overextended flanges in the mandibular arch with pressure spots in the posterior palatal seal area. The custom tray fabricated from such a model required additional adjustment resulting in increased chair time during the final impression procedure.