• Title/Summary/Keyword: 3 Screen Data

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A Study on the Application of 3D Digital Animation Model for Fashion Design I (3D 디지털 애니메이션 모델을 활용한 의상 시뮬레이션에 관한 연구 I)

  • 김혜영
    • Journal of the Korean Society of Costume
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    • v.50 no.2
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    • pp.97-109
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    • 2000
  • The purpose of this study is to apply 3D computer graphics in fashion design as a creative medium and it attempts to fine out what advantages 3D technique can offer to fashion design. For this purpose, this study, first, tries to develop a 3D digital model in which designer can select design, color , pattern and fabric palette whatever necessary . This study uses of the software named 'Poser of Fractal Design' and the and the 3D digital model comprises four stages ; body modeling, item design (item coordination), color design (color coordination), pattern and fabric design (pattern and fabric coordination). Secondly, this study seeks to accumulate a data base which was produced in the course of case studies, which have applied 3D digital model to design. The outcome of the case studies shows that 3D digital model can enhance designing in the following four aspects. ⅰ) It can give more freedom to designer to try various ideas, revise and modify them, It can also produce random generation. Through this process, the designer test various input and output without damage on fabric after revision and alteration. ⅱ) It can help designers to enhance their accuracy. Since fault in the design developed by the 3D digital model can be detected in advance, designers can make correlation before actual work begins. In the end, designers can express their ideas and intention accurately as well as freely. ⅲ) Since design developed by the 3D digital model can be shared on screen by various actors in the course of priduction such designers , merchandisers, and supervisors, it can help communication between and cut the time of feedback.ⅳ) By using the 3D digital model, designers can work from the begining with awareness of actual outcome their design, since the 3D digital model provide animation, which helps designers to envisage visual changes as they apply various items, colors, pattern and fabrics.

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Applied Implementation of J2ME 3D Mobile Based on WTK Development Environment (WTK 개발 환경 기반에서의 J2ME 3차원 모바일 응용구현)

  • Joo, Heon-Sik;Lee, Song-Won;Hong, Sung-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.6
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    • pp.253-261
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    • 2008
  • Mobile games will be one of independent industries on game areas and take the fourth standing in the important platform since PC Games, TV Games, and Palm Games. There are several reasons why mobile games will differ in their platform, behaviors, and habits. According to the data of market consultation about the figure of mobile-game players throughout the world, the Mobile game will increase steadily from 780 million in 2007 to 1860 million in 2010. Also, market income will mount up from $42,100 million to $87,000 million. 3D games have been playing important roles in our lives. Satisfying users' needs in high-quality games, they have been growing and attracting more people with their powerful visual effects and the three-dimensional design player. We cannot emphasize their tremendous visual impacts and animation effects too much. This paper displays how to design 3D application based on J2ME (Java 2 Micro Edition) and shows free movement of 3D objects receiving and responding to the keyboard of mobile devices withWTK (Wireless ToolKit) simulator on the 3D screen.

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New Effective Korean Character Keypads using Dragging on Smart Phones (스마트폰에서 끌기 기능을 이용한 효과적인 한글 문자 자판)

  • Choi, Jaeyoung;Lim, Sanggul;Yang, Woocheol
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.6
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    • pp.423-432
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    • 2013
  • Smart phones have been technologically advanced in many ways from basic cellular phones. However, most of all smart phone users in Korea still have been using the traditional Korean character keypads used in the basic cellular phones. It would be required to develop new keypads on smart phones with touch screen. In this paper, we extended the three standard Korean character keypads - Cheonjiin, Naragul, and SKY-Hangul - by adding dragging function on touch screen, then we compared writing speeds of the keypads based on the number of touching buttons and moving distance of the finger while writing a sentence. In addition, we proposed two new Korean keypads - 's-Gana' and 's-Bada', which are more suitable on smart phones. s-Gana assigned 7 representative consonants and 5 representative vowels in order on the 4x3 keypad, and s-Bada assigned consonants and vowels by considering their frequency of use. s-Gana and s-Bada keypads showed 3~19% and 9~24% of performance improvement, respectively, compared with the standard Korean keypads. Finally, we set up 5 requisites of SELF-T in order to evaluate the usability of Korean character keypads in smart phones, then we compared the keypads using the requisites.

A study on the Development of 3D web-map using VRML and java (Web-Map 개발을 위한 VRML과 Java의 적용)

  • 양인태;김동문;박형근
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.21 no.1
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    • pp.81-87
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    • 2003
  • It is very difficult assignment that grasp three-dimensional real life in Web base network environment. But, the recent simulation tools embody third dimension elements within 2 dimensions screen that is limited through third dimension implementation technology. Many GIS tools are offering excellent functions for third dimension data creation. But, research about design of third dimension GIS that use virtual reality technique in Web environment is status that is unprepared. So, in this research embodied third dimension topography map using virtual reality modelling language to produce active third dimension VR map that can supply visual information for direction, visual point that want in World Wide Web without support of expensive Map exclusive use program. And these 3D Web-Map is thought that possibility is enough as next generation map medium.

A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.6
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    • pp.1333-1337
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    • 2011
  • 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly by the improvement in CPU processing speed of Phones (hardware of smartphone). Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

Evaluating the Usefulness of Diagnosis through 3D Printing Technology (3D프린팅 기술을 이용한 심혈관 질환 진단의 유용성 평가)

  • Park, Chun-Kyu;Kim, Jung-Hun
    • Journal of the Korean Society of Radiology
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    • v.15 no.5
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    • pp.691-696
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    • 2021
  • In order to prevent and treat a patient's disease, the anatomical structure of the lesion through medical imaging is one of the important processes. However, there is a limit to the image displayed on the screen, so many studies are underway to overcome this by using 3D printing technology. To this end, this study implemented a three-dimensional cardiovascular model using actual patient image data, printed it out using a 3D printer, and conducted a usefulness test on current medical professionals. As a result of the usefulness evaluation, when the questionnaire conducted by a total of 5 people was converted to the Likert scale, the average value of all items showed a high result of 4.83 points, and the result of the cross-analysis was (P) = 10.000 (0.265), which was equally positive among all the questionnaires survey results were presented. Based on the results, it is expected that 3D printing technology will help advance medical technology.

Roles of Combined Glypican-3 and Glutamine Synthetase in Differential Diagnosis of Hepatocellular Lesions

  • Wasfy, Rania Elsayed;Eldeen, Aliaa Atef Shams
    • Asian Pacific Journal of Cancer Prevention
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    • v.16 no.11
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    • pp.4769-4775
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    • 2015
  • Background: Hepatocellular carcinoma (HCC) is the fifth most prevalent cancer and thirdly leading cause of cancer-related death worldwide. The estimated risk of hepatocellular carcinoma is 15 to 20 times as high among persons infected with HCV as it is among those who are not infected, with most of the excess risk limited to those with advanced hepatic fibrosis or cirrhosis. Glypican3 (GPC3) plays a key role in relation to signaling with growth factors, regulating the proliferative activity of cancer cells. Glutamine synthetase (GS) catalyzes the synthesis of glutamine from glutamate and ammonia in the mammalian liver. GS was suggested as a specific marker for tracing cell lineage relationships during hepatocarcinogenesis. In normal liver, GS expression is seen in pericentral hepatocytes, but not by midzonal or periportal hepatocytes. In HCC, strong and diffuse GS expression in seen in tumor cells. Results: Glypican3 immunopositvity was highly specific and sensitive indicator for hepatocellular carcinoma as well as glutamine synthetase which was found to be a sensitive and specific indicator for development of hepatocellular carcinoma when compared to cirrhosis, liver cell dyspalsia and metastatic carcinomas. Statistical analysis revealed a significant association between GPC3 and GS with tumor size (P=0.003, p=0.006, respectively). Diffuse staining significantly associated with large tumor size while, focal and mixed staining was detected more with small tumor size. Studying the relation with tumor grade also revealed significant association between diffuse GPC3 and GS staining with high tumor grade. Diffuse staining was detected in 91.7% and 100% respectively of poorly differentiated specimens and only in 33.3% and 22.2% of well differentiated specimens. Conclusions: While using GPC3 and GS to screen for premalignant hepatic lesions remains controversial, our data suggest that GPC3 and GS may be a reliable diagnostic immunomarkers to distinguish HCC from benign hepatocellular lesions. However, negative immunostaining should not exclude the diagnosis of HCC.

A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.300-303
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    • 2011
  • Owing to the improvement in CPU processing speed of Phones (hardware of smartphone), 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly. Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

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Phenolic Compounds from the Leaves of Nelumbo nucifera Showing DPPH Radical Scavenging Effect (연잎에서 DPPH 라디칼 소거활성을 가지는 페놀성 화합물의 분리)

  • Park, Chan-Hum;Hur, Jong-Moon;Song, Kyong-Sik;Park, Jong-Cheol
    • Korean Journal of Pharmacognosy
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    • v.38 no.3 s.150
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    • pp.263-269
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    • 2007
  • Nelumbo nucifera (Nymphaeaceae) has been widely used in a traditional oriental medicine to treat bleeding, fever, diarrhea, hemorrhoid, sunstroke, dysentery and dizziness. The leaves of this plant were refluxed with methanol, and then fractionated with organic solvents to screen the antioxidant activity using DPPH radical. Ethyl acetate and n-butanol fractions showed good DPPH radical scavenging effects and were carried out column chromatographies to isolate nine compounds. Their chemical structures were characterized as p-hydroxybenzoic acid (1), uracil (2), luteolin (3), quercetin $3-O-{\beta}-D-glucopyranoside$ (4), $rhamnetin 3-O-{\beta}-D-glucopyranoside$ (5), $isorhamnetin 3-O-{\beta}-D-glucopyranoside$ (6), $quercetin 3-O-{\beta}-D-glucuropyranoside$ (7), $quercetin 3-O-{\beta}β-D-xylofuranosyl(1{\rightarrow}2)-{\beta}-D-galactopyranoside$ (8), and adenine (9) by comparison NMR spectral data and with those in references. Compounds 1, 2, 5 and 9 were firstly isolated from this plant. Compounds 1, 3 and 4 showed potent DPPH radical scavenging activity. Especially, compound 3, luteolin showed the higher effect than ascorbic acid used as a positive control.

Interlaced Scanning Volume Raycasting (비월주사식 볼륨 광선 투사법)

  • Choi, Ei-Kyu;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.89-96
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    • 2009
  • In general, the size of volume data is large since it has logical 3D structure so it takes long time to manipulate. Much work has been done to improve processing speed of volume data. In this paper, we propose a interlaced scanning volume rendering that reduce computation time by using temporal coherence with minimum loss of image quality. It renders a current frame by reusing information of previous frame. Conventional volume raycasting renders each frame by casting rays on every pixels. On the other hand, our methods divided an image into n-pixel blocks, then it casts a ray on a pixel of a block per each frames. Consequently, it generates an image by accumulating pixel values of previous n frames. The quality of rendered image of our method is better than that of simple screen space subsampling method since it uses afterimage effect of human cognitive system, and it is n-times faster that the previous one.

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