• Title/Summary/Keyword: 인체모델링

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A Motion Data Definition for Compatible Human Animation (호환성 있는 인체 애니메이션을 위한 모션 데이터 정의)

  • Jung, Chul-Hee;Lee, Myeong-Won
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.2
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    • pp.35-41
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    • 2008
  • H-Anim is an international standard that Humanoid Animation Working Group in Web3D Consortium defined the data structure necessary for human animation. Various libraries and tools have been generated according to the structure, but they still have restrictions to represent realistic humanoid motions. This paper presents the method of generating realistic human motion using motion capture data in order to define motion for humanoid animation based on H-Anim standard. In order to implement this, we have defined a data structure capable of receiving motion capture data and implemented a motion browser. The human motion data structure defined in this paper is based on X3D and intended to have compatibility through networks and various browsers.

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Calculation of Induced Current in the Human Body around 765 kV Transmission Lines (765 kV 초고압 송전선 주변의 인체 유도전류 계산)

  • 명성호;이재복;허창수
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.9 no.6
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    • pp.802-812
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    • 1998
  • Safety related to electric field exposure for the personnel of high voltage power plant and substation is of importance. To analyze the induced current influencing on human body in this paper, we calculate directly capacitance in three dimension which is complex and time consuming, as not to separate the voltage source and the induced object using a effective modeling technique. The proposed algorithm in this paper has been applied to 765 kV high voltage transmission line to evaluate human hazard for the induced current through the case study. As the results, the short circuit current of human body has been identified in the range of 0.3 mA to 6.8 mA. Closing to transmission line, this range of short current can exceed 5 mA that ANSI recommended let-go current. Therefore, it is necessary to countermeasure such as putting on conductive clothing in live-line maintenance of transmission line.

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Computation of Absorbed Power adiated from a Portable Phone Using FDTD (FDTD 방법을 이용한 휴대폰 전파의 인체 흡수전력량 산출)

  • 김채영;이승학;정백호
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.9 no.4
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    • pp.491-498
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    • 1998
  • Based on FDTD(Finite-Difference Time-Domain) method the human head absorbed power radiated from a 1.8 GHz portable phone is computed. For this computation the 7 layered media for the human head modeling and the monopole antenna attached to metallic box for the portable phone are used. To reflect the real circumstances typical sizes of human heads and portable phones are considered in the calculation. The length of monopole antenna is 4.5 cm. Under the predetermined model the distribution of SAR over the human head are calculated, and from which the place of maximum SAR is near the head skin surface, not deep places far into the head. The computation shows the maximum SAR to be 1.4 mWg somewhat less than the internationally adopted value of 1.6 mW/g.

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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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Knowledge Modeling and Database Construction for Human Biomonitoring Data (인체 바이오모니터링 지식 모델링 및 데이터베이스 구축)

  • Lee, Jangwoo;Yang, Sehee;Lee, Hunjoo
    • Journal of Food Hygiene and Safety
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    • v.35 no.6
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    • pp.607-617
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    • 2020
  • Human bio-monitoring (HBM) data is a very important resource for tracking total exposure and concentrations of a parent chemical or its metabolites in human biomarkers. However, until now, it was difficult to execute the integration of different types of HBM data due to incompatibility problems caused by gaps in study design, chemical description and coding system between different sources in Korea. In this study, we presented a standardized code system and HBM knowledge model (KM) based on relational database modeling methodology. For this purpose, we used 11 raw datasets collected from the Ministry of Food and Drug Safety (MFDS) between 2006 and 2018. We then constructed the HBM database (DB) using a total of 205,491 concentration-related data points for 18,870 participants and 86 chemicals. In addition, we developed a summary report-type statistical analysis program to verify the inputted HBM datasets. This study will contribute to promoting the sustainable creation and versatile utilization of big-data for HBM results at the MFDS.

3D Character Modeling For Sports Motion Analysis (스포츠 동작 분석용 3D캐릭터 모델링)

  • 곽현민;조해성;박찬종;이상태
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2003.05a
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    • pp.134-140
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    • 2003
  • The national standard physique research of Korea is being conducted every 5∼6 year term after its first research was started 1979, the fourth research was conducted in 1997. The result of the national physique research was reflected in manufactured goods design of allied industries such as clothing , shoes, furniture. In this thesis, we measured anthropometry value for every bodily figurative classification after dividing users according to gender, age, bodily figure using the result of the national standard physique research. We constructed 3D character through the process of analyzing interrelation of measured anthropometry and measuring representative category. For the process for organization, we measured anthropometry which can express sports action of golf, tennis and etc effectively. We made it by presenting measurement which is able to form each type of 3D character after the category was decided. Quantitative and objective valuation for posture and action became possible by developing visible information offer and posture action analysis protocol in theoretical approach for analysis for analysis of posture and action in sports.

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Scalable Metaball Polygonization algorithm (확장성 있는 메타볼 다각형화에 관한 알고리즘)

  • 이종현;박규호
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10b
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    • pp.577-579
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    • 1999
  • 컴퓨터 그래픽의 모델링에 있어서 메타볼은 인체를 모델링하기에 매우 적합한 모델링 요소로서 사용되어 왔다. 메타볼을 랜더링하는 방법으로서는 광추적기법(ray-tracing)이나, 메타볼을 다각형화하여 다각형랜더링가속기를 이용하는 것이 있는데, 전자는 높은 계산량으로 인해서 실시간으로 랜더링하기 어려운 문제가 있고, 후자인 경우에는 모델링 과정에서 메타볼로 구성된 모델로부터 다각형들을 추출하여 이를 랜더링 시에는 랜더링 가속기를 이용해서 실시간으로 랜더링 할 수 있는 장점이 있지만, 다각형을 추출하는 과정이 높은 계산량과 많은 메모리를 필요로 하므로 랜더링 시 모델의 특성이 변화하는 경우마다 많은 계산량을 필요로 하는 다각형화를 재 수행해야 하므로 실시간 랜더링이 어려운 문제가 있다. 메타볼로 구성된 모델로부터 다각형을 추출하는 방법으로 많은 연구가 진행되었지만, 이들 대부분이 많은 메모리와 높은 계산량을 요구하고, 다각형화를 가속화기위한 병렬화가 어려운 문제점이 있다. 이로 인해서, 본 논문에서는 다음과 같이 두 가지 특징이 잇는 메타볼 다각형화 알고리즘에 대해서 제안하고자 한다. 첫째로 기존의 방법에 비해서 적은 메모리를 사용한다. 둘째로 높은 병렬화로 하여금 계산량의 문제를 해결하고자 한다.

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컴퓨터 그래픽스 연구 현황: 1부 실세계로의 접근

  • Yun, Seong-Ui;Lee, Seung-Yong;Lee, Je-Hui;Im, In-Seong;Jeong, Gyu-Man
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.2
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    • pp.17-33
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    • 2012
  • 컴퓨터 그래픽스 및 관련 연구 분야는 지난 30년간 눈부신 발전을 거듭해왔다. 모델링, 렌더링, 애니메이션 등 시각적 표현력을 확보하는 것을 목표로 출발한 컴퓨터 그래픽스 연구는 점차 그 범위를 확대해서 영상처리, 자연현상 시뮬레이션, 가상현실, 의료 영상, 인간-컴퓨터 상호작용, 실시간 시뮬레이션, 영화 특수 효과 등 다양한 연구 및 응용분야를 파생 시키며 점차 복잡한 지형도를 그려가고 있다. 이 글은 전체 2편의 연속 논문 중에서 1부에 해당하며, 컴퓨터 그래픽스의 핵심 분야에 해당하는 모델링, 애니메이션, 실시간 처리, 영상 및 비디오 처리에 관련된 최근 연구 동향을 분석하고 정리한다.

An Observational Study on the Morphological Changes of the External Ear Canal by Converging DICOM Imaging and Design Modeling (DICOM 영상과 설계 모델링을 융합한 외이도의 형태적 변화 관찰 연구)

  • Kim, Hyeong-Gyun
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.173-179
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    • 2019
  • DICOM(Digital Imaging and Communications in Medicine) imaging plays a significant role in the diagnosis and treatment of the human body, and design modeling is a technology of planning shapes in three dimensions according to the purpose. In this study, we converge these two technologies to observe the relationships of the cross-section, volume, and surface area to the morphological changes of the external ear canal. The experiment applied medical imaging technologies to acquire sections of the human body to create and divide centerlines using 3D shapes extracted from 19 external ear canals by applying stereolithography and 3-matic program. The results showed that the cross-sectional structure of the external ear canal had various shapes, such as oval (38.5%), semicircular (28.2%), mixed (17.9%), square (10.2%), and wrinkled (5.1%). In addition, the cross-sectional area of each phase increased as the length of the external ear canal increased, and the volume and surface area decreased towards the direction of the eardrum. However, the surface area reduction rate was relatively low. This indicates that the structure becomes irregular towards the direction of the eardrum.

3D Character Modeling Through Reconstruction of Human Body Information (인체 정보 재구성을 통한 3D캐릭터 모델링)

  • 곽현민;김관웅;조해성;김남희;채균식;박찬종;이상태
    • Proceedings of the IEEK Conference
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    • 2003.07c
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    • pp.2693-2696
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    • 2003
  • The national standard physique research of Korea is being conducted every 5-6 year term after its first research was started in 1979, the fourth research was conducted in 1997. The result of the national physique research was reflected in manufactured goods design of allied industries such as clothing, shoes, furniture. In this thesis, we measured anthropometry value for every bodily figurative classification after dividing users according to gender, age, bodily figure using the result of the national standard physique research. We constructed 3D character through the process of analyzing interrelation of measured anthropometry and measuring representative category. For the process for organization, we measured anthropometry which can express sports action of golf, tennis and etc effectively. We made it by Presenting measurement which is able to form each type of 3D character after the category was decided. Quantitative and objective valuation for posture and action became possible by developing visible information offer and posture action analysis protocol in theoretical approach for analysis of posture and action in sports.

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