• Title/Summary/Keyword: 3D 가상모델

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Three-Dimensional GSIS for Determination of Optimal Route (3차원 GSIS를 이용한 최적노선 선정)

  • Kang, In-Joon;Choi, Hyun;Park, Hun-Shik
    • Journal of Korean Society for Geospatial Information Science
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    • v.11 no.1 s.24
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    • pp.71-75
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    • 2003
  • The highway is greatly changed by the constant economic growth for a long times the traffic situation such as the large volumes and the performance vehicles, the performance enlargement of vehicles, the high speedization, etc., due to growth economic. A study of an optimal route selection model is researched over late 1980s by development of computer and GSIS, and consisted including research about the optimal route that uses digital terrain model in domestic such as the earth volume calculations, the mass curve output and the automation system construction. Lately, the study of the driving simulation of the highway and the virtual reality using VGIS(Virtual Geographic Information System) is researched. This study shows when the alternative highway selection considered surrounding facilities, development plan and according to estimate amount of traffic and the additional possibility of view analysis and environment effect analysis element will study through 3D simulation method.

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A Comic Facial Expression Method for Intelligent Avatar Communications in the Internet Cyberspace (인터넷 가상공간에서 지적 아바타 통신을 위한 코믹한 얼굴 표정의 생성법)

  • 이용후;김상운;청목유직
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.40 no.1
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    • pp.59-73
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    • 2003
  • As a means of overcoming the linguistic barrier between different languages in the Internet, a new sign-language communication system with CG animation techniques has been developed and proposed. In the system, the joint angles of the arms and the hands corresponding to the gesture as a non-verbal communication tool have been considered. The emotional expression, however, could as play also an important role in communicating each other. Especially, a comic expression is more efficient than real facial expression, and the movements of the cheeks and the jaws are more important AU's than those of the eyebrow, eye, mouth etc. Therefore, in this paper, we designed a 3D emotion editor using 2D model, and we extract AU's (called as PAU, here) which play a principal function in expressing emotions. We also proposed a method of generating the universal emotional expression with Avatar models which have different vertex structures. Here, we employed a method of dynamically adjusting the AU movements according to emotional intensities. The proposed system is implemented with Visual C++ and Open Inventor on windows platforms. Experimental results show a possibility that the system could be used as a non-verbal communication means to overcome the linguistic barrier.

A Case Study on Growth Through Coupled Process Open Innovation Open Innovation in the Faculty Startup Ecosystem: From the Perspective of Core Competency Theory (교원창업 생태계에서 결합형 오픈이노베이션을 통한 성장 사례 연구: 핵심역량이론 관점에서)

  • Changwon Yoon;Jeahong Park;Youngwoo Sohn;Youngjin Kim;Yeoungho Seo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.19 no.3
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    • pp.173-186
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    • 2024
  • This paper analyzes a case of successful faculty entrepreneurship through a coupled process of open innovation in a university context, using the core competency theory perspective. Initially, the current state of faculty entrepreneurship is examined, and the effects of interdisciplinary coupled processes of open innovation are explored, focusing on the case of 'Omotion Inc.,' a startup utilizing generative AI technology for hyper-realistic 3D virtual human experiences. The research methodology involves in-depth interviews with Omotion Inc.'s co-founders, technology commercialization professionals, and experts in the field, followed by analysis based on foundational theories. Applying the core competency theory, this paper scrutinizes the process of integrating diverse expertise and technologies from various academic disciplines. The analysis goes beyond the limitations of faculty entrepreneurship confined to a single technology-centric research domain. Instead, it explores the possibilities of enhancement and value creation through coupled processes, providing practical implications for the university entrepreneurial ecosystem. The aim is to extend the traditional roles of education and research within the university, presenting a role in economic value creation beyond the boundaries of conventional faculty entrepreneurship. Through the collaboration of two faculty members, this study showcases the creation of novel technology and business models. It establishes that successful coupled processes of open innovation in faculty entrepreneurship, from a core competency theory perspective, require the entrepreneurial firm to possess (1) entrepreneurial capabilities, (2) technological capabilities, and (3) networking capabilities. The implications of this research highlight the positive impact of coupled processes of open innovation in faculty entrepreneurship, as evidenced by the Omotion Inc. case, offering guidance on entrepreneurial directions for university members preparing for entrepreneurship.

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3D Pose Estimation of a Human Arm for Human-Computer Interaction - Application of Mechanical Modeling Techniques to Computer Vision (인간-컴퓨터 상호 작용을 위한 인간 팔의 3차원 자세 추정 - 기계요소 모델링 기법을 컴퓨터 비전에 적용)

  • Han Young-Mo
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.42 no.4 s.304
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    • pp.11-18
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    • 2005
  • For expressing intention the human often use body languages as well as vocal languages. Of course the gestures using arms and hands are the representative ones among the body languages. Therefore it is very important to understand the human arm motion in human-computer interaction. In this respect we present here how to estimate 3D pose of human arms by using computer vision systems. For this we first focus on the idea that the human arm motion consists of mostly revolute joint motions, and then we present an algorithm for understanding 3D motion of a revolute joint using vision systems. Next we apply it to estimating 3D pose of human arms using vision systems. The fundamental idea for this algorithm extension is that we may apply the algorithm for a revolute joint to each of the revolute joints of hmm arms one after another. In designing the algorithms we focus on seeking closed-form solutions with high accuracy because we aim at applying them to human computer interaction for ubiquitous computing and virtual reality.

Concept and Application of Groundwater's Platform Concurrency and Digital Twin (지하수의 플랫폼 동시성과 Digital Twin의 개념과 적용)

  • Doo Houng Choi;Byung-woo Kim;E Jae Kwon;Hwa-young Kim;Cheol Seo Ki
    • Proceedings of the Korea Water Resources Association Conference
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    • 2023.05a
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    • pp.13-13
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    • 2023
  • 디지털 기술은 오늘날 플랫폼과 디지털 트윈의 기술도입을 통해 현실 세계를 네트워크와 가상세계와의 연결이 통합되어진 가상 현실 세계의 입문 도약이다. 현실에서 가상현실의 사이의 디지털 전환(digital transformation)에는 디지털 기술과 솔루션을 비즈니스의 모든 영역에 통합하는 것이 포함된다. 이러한 디지털 전환의 핵심은 데이터에 관한 것이며, 데이터를 활용하여 가치를 창출하고 고객경험과 비즈니스 영역을 극대화하는 방식을 제공한다. 최적의 데이터를 제공하기 위한 플랫폼과 가상 현실세계 구현을 위한 디지털 트윈의 상호연계 관한 기본 개념은 데이터 수집, 데이터 분석, 데이터 시각화 및 데이터 보고와 같은 데이터 비즈니스이다. 현장 데이터는 디지털 양식을 통해 수집, 기록, 저장된다. 현장 IoT 기반 데이터(사진 및 비디오 매체 등)는 지속적으로 수집되고 종종 다른 데이터베이스에 저장되지만 지리 공간적 위치에 연결되지 않는다. 모든 디지털 발전을 조화시키고 지하수 데이터에서 더 빠른 이해를 도출하기 위해서는 디지털 트윈이 시작되어야 한다. 단일 지하수플랫폼에서 현장 조건을 시각화하고 실시간 데이터를 스트리밍하며, 과거 3D 데이터와 상호작용하여지질 또는 지화학 데이터를 선택적 사용을 위해 지하수 플랫폼과 디지털 트윈이 연계되어야 한다. 데이터를 디지털 정보모델과 연결하면 디지털 트윈에 생명을 불어넣을 수 있지만 디지털 트윈의 가치를 극대화하려면 여전히 데이터 플랫폼 서비스와 전달 방식을 선택해야 한다. 지하수 플랫폼동시성을 갖는 디지털 트윈은 정적 및 동적 데이터를 저장하는 데이터베이스 또는 크라우드 서비스에서 데이터를 가져오는 API(애플리케이션 프로그래밍 인터레이스), 디지털 트윈을 위한 호스팅 공간, 디지털 대상을 구축하는 소프트웨어, 구성 요소 간 읽기/쓰기를 위한 스크립트, chatGPT 및 API를 활용할 수 있다. 이를 통해 수집된 데이터의 실시간 양방향 통신기술인 지하수 플랫폼 기술을 활용하여 디지털 트윈을 적용하고 완성할 수 있고, 이를 지하수 분야에도 그대로 적용할 수 있다. 지하수 분야의 디지털 트윈 기술의 근간은 지하수 모니터링을 위한 관측장치와 이를 활용한 지하수 플랫폼의 구축 및 양방향 자료전송을 통한 분석 및 예측기술이다. 특히 낙동강과 같이 유역면적이 넓고 유역 내 지자체가 많아 이해관계가 다양하며, 가뭄과 홍수/태풍 등 기후위기에 따른 극한 기상이변가 자주 발생하고, 또한 보 및 하굿둑 개방 등 정부정책 이행에 따른 민원이 다수 발생하는 지역의 경우 하천과 유역에 대한 지하수 플랫폼과 디지털 트윈의 동시성 기술적용 시 지하수 데이터에 대한 고려가 반드시 수반되어야 한다.

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Visualization and Localization of Fusion Image Using VRML for Three-dimensional Modeling of Epileptic Seizure Focus (VRML을 이용한 융합 영상에서 간질환자 발작 진원지의 3차원적 가시화와 위치 측정 구현)

  • 이상호;김동현;유선국;정해조;윤미진;손혜경;강원석;이종두;김희중
    • Progress in Medical Physics
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    • v.14 no.1
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    • pp.34-42
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    • 2003
  • In medical imaging, three-dimensional (3D) display using Virtual Reality Modeling Language (VRML) as a portable file format can give intuitive information more efficiently on the World Wide Web (WWW). The web-based 3D visualization of functional images combined with anatomical images has not studied much in systematic ways. The goal of this study was to achieve a simultaneous observation of 3D anatomic and functional models with planar images on the WWW, providing their locational information in 3D space with a measuring implement using VRML. MRI and ictal-interictal SPECT images were obtained from one epileptic patient. Subtraction ictal SPECT co-registered to MRI (SISCOM) was performed to improve identification of a seizure focus. SISCOM image volumes were held by thresholds above one standard deviation (1-SD) and two standard deviations (2-SD). SISCOM foci and boundaries of gray matter, white matter, and cerebrospinal fluid (CSF) in the MRI volume were segmented and rendered to VRML polygonal surfaces by marching cube algorithm. Line profiles of x and y-axis that represent real lengths on an image were acquired and their maximum lengths were the same as 211.67 mm. The real size vs. the rendered VRML surface size was approximately the ratio of 1 to 605.9. A VRML measuring tool was made and merged with previous VRML surfaces. User interface tools were embedded with Java Script routines to display MRI planar images as cross sections of 3D surface models and to set transparencies of 3D surface models. When transparencies of 3D surface models were properly controlled, a fused display of the brain geometry with 3D distributions of focal activated regions provided intuitively spatial correlations among three 3D surface models. The epileptic seizure focus was in the right temporal lobe of the brain. The real position of the seizure focus could be verified by the VRML measuring tool and the anatomy corresponding to the seizure focus could be confirmed by MRI planar images crossing 3D surface models. The VRML application developed in this study may have several advantages. Firstly, 3D fused display and control of anatomic and functional image were achieved on the m. Secondly, the vector analysis of a 3D surface model was defined by the VRML measuring tool based on the real size. Finally, the anatomy corresponding to the seizure focus was intuitively detected by correlations with MRI images. Our web based visualization of 3-D fusion image and its localization will be a help to online research and education in diagnostic radiology, therapeutic radiology, and surgery applications.

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Study on 3D AR of Education Robot for NURI Process (누리과정에 적용할 교육로봇의 가상환경 3D AR 연구)

  • Park, Young-Suk;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.209-212
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    • 2013
  • The Nuri process of emphasis by the Ministry of Education to promote is standardized curriculum at the national level for the education and care. It is to improve the quality of pre-school education and Ensure a fair starting line early in life and It emphasizes character education in all areas of the window. Nuri the process of development of a the insect robot for the Creativity education Increased the interesting and educational effects. Assembly and the effect on learning of educational content using a VR educational robot using the existing floor assembly using the online website to help assemble and learning raised. Order to take advantage of information technology in the information-based society requires the active interest and motivation in learning, creative learning toddlers learning robot are also needed. A three-dimensional model of the robot, and augmented by linking through the marker, the target marker and the camera relative to the coordinate system of augmented reality, seeking to convert the marker to be used in augmented reality marker patterns within a pre-defined patternto be able to make a decision on what of. The fusion of a smart education through training and reinforcement the educational assembly of the robot in the real world window that is represented by a virtual environment in this paper to present a new form of state-of-the-art smart training, you will want to lay the foundation of the nation through the early national talent nurturing talent.

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Composite model for seawater intrusion in groundwater and soil salinization due to sea level rise (해수면 상승으로 인한 지하수 해수침투 및 토양 염류화 합성 평가모델)

  • Jung, Euntae;Park, Namsik;Cho, Kwangwoo
    • Journal of Korea Water Resources Association
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    • v.50 no.6
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    • pp.387-395
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    • 2017
  • Sea level rise, accompanied by climate change, is expected to exacerbate seawater intrusion in the coastal groundwater system. As the salinity of saturated groundwater increases, salinity can increase even in the unsaturated soil above the groundwater surface, which may cause crop damage in the agricultural land. The other adverse impact of sea level rise is reduced unsaturated soil thicknesses. In this study, a composite model to assess impacts of sea level rise in coastal agricultural land is proposed. The composite model is based on the combined applications of a three dimensional model for simulating saltwater intrusion into the groundwater and a vertical one dimensional model for simulating unsaturated zone flow and transport. The water level and salinity distribution of groundwater are calculated using the three dimensional seawater intrusion model. At some uppermost nodes, where salinity are higher than the reference value, of the 3D mesh one dimensional unsaturated zone modeling is conducted along the soil layer between the ground water surface and the ground surface. A particular location is judged salinized when the concentration at the root-zone depth exceeds the tolerable salinity for ordinary crops. The developed model is applied to a hypothetical agricultural reclamation land. IPCC RCP 4.5 and 8.5 scenarios were used as sea level rise data. Results are presented for 2050 and 2100. As a result of the study, it is predicted that by 2100 in the climate change scenario RCP 8.5, there will be 7.8% increase in groundwater saltwater-intruded area, 6.0% increase of salinized soil area, and 1.6% in increase in water-logging area.

A Study on Video Production Method using Camera Tracking Technique (카메라 트래킹 기법을 이용한 모션그래픽 활용방안 연구)

  • Lee, Junsang;Lee, Imgeun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.727-728
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    • 2015
  • Nowadays many videos are created with motiongraphics which has new visual effects and technology. The technique try to find out the image models which maximally stimulate the memories to transfer new visual information. The image will be expressed various ways with combining graphics and real scene with the help of computer. With the advances of VFX, the real and graphic scenes are more naturally combined to make believe its real scene. In this paper the novel motiongraphic technique, which uses tracking data from camera, is proposed.

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Digital Restoration of Missing Parts and Production of Three-dimensional Printed Replicas the Stone Buddhas in Four Directions in Hwajeon-ri, Yesan, Korea (예산 화전리 석조사면불상의 결손부 디지털 복원 및 3차원 프린팅 복제모형 제작)

  • Lee Seungjun;Jo Younghoon;Kim Jiho;Cho Hyosik
    • Conservation Science in Museum
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    • v.29
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    • pp.99-110
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    • 2023
  • The stone fragments that are missing from the stone cultural heritage have limited use beyond being directly fitted to identify their original position, as they are relatively heavy and bulky, and there is the further risk of secondary physical damage during manual work. Therefore, in this study, morphological relationships between the missing parts and the stone fragments were identified through digital restoration, and a three-dimensional (3D) printed replica was created for use at the exhibition for Stone Buddhas in Four Directions in Hwajeon-ri, Yesan, where 72 stone fragments had been excavated together. First, for the digital restoration, stone fragments of similar shapes were selected after the coordinates of the 3D scanning model were aligned in virtual space. In addition, the stone fragments were printed using a 3D printer to check whether they were physically related to the missing parts. Thus, the original positions of a total of nine stone fragments were identified. To utilize these research results in the exhibition, a 1:1 replica of the Stone Buddhas in Four Directions was produced using 3D printing technology, and the nine stone fragments were also restored to their original positions. The digital technology used in this study is of great importance in that it not only made up for the limitations of the direct manual method but also suggested the possibility of expanding its application to the fields of documentation, restoration, and replication of similar cultural heritage.