• Title/Summary/Keyword: 3D Content

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2D/3D Switchable Display System

  • Yen, Shih-Chieh;Shen, Tzu-Chiang
    • 한국정보디스플레이학회:학술대회논문집
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    • 한국정보디스플레이학회 2009년도 9th International Meeting on Information Display
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    • pp.447-448
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    • 2009
  • In this paper, we propose a system which is a 2D/3D switchable module. The display mode can be s witched by user or content.

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Effects of 2,4-D, BA, and Sucrose on Growth, Production of Anthocyanin, pH, and Sugar Content in 'Sheridan' Grape Cell Suspension Cultures

  • Kim, Seung-Heui;Kim, Seon-Kyu
    • Journal of Plant Biotechnology
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    • 제4권2호
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    • pp.77-82
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    • 2002
  • To elucidate the effect of sucrose on cell growth and anthocyanin production, 1, 3, 5, and 7% sucrose were applied to liquid MS basal medium supplemented with 0.5 mg/L BA + 0.1 and 1 mg/L 2,4-D. Higher sucrose concentration decreased the cell growth regardless of the hormonal composition. Cain in fresh weight was gradual, showing the peak at day 12 in culture, and then decreased. Anthocyanin content increased with sucrose concentration in the medium, and practically there was no difference in anthocyanin content between the two media differing in 2,4-D content. Sucrose concentration for appropriate anthocyanin production was 7%, while 5% was more suitable for increase in total anthocyanin content. At higher sucrose levels, anthocyanin content was high due to the cessation of the cell growth. Medium pH decreased at the early stage and gradually increased thereafter.

Printing performance of 3D printing cement-based materials containing steel slag

  • Zhu, Lingli;Yang, Zhang;Zhao, Yu;Wu, Xikai;Guan, Xuemao
    • Advances in concrete construction
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    • 제13권4호
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    • pp.281-289
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    • 2022
  • 3D printing cement-based materials (3DPCBM) is an innovative rapid prototyping technology for construction materials. This study is tested on the rheological behavior, printability and buildability of steel slag (SS) content based on the extrusion system of 3D printing. 0, 8 wt%, 16 wt%, 24 wt%, 32 wt% and 40 wt% SS was replaced cement, The test results revealed that the addition of SS would increase the fluidity of the printed paste, prolong the open time and setting time, reduce the plastic viscosity, dynamic yield stress and thixotropy, and is beneficial to improve the pumping and extrudability of 3DPCBM. With the increase of SS content, the static yield stress developed slowly with time which indicated that SS is harmful to the buildability of printing paste. The content of SS in 3DPCBM can reach up to 40% at most under the condition of satisfying rheological property and buildability, it provides a reference for the subsequent introduction of SS and other industrial solid waste into 3DPCBM by explored the influence law of SS on the rheological properties of 3DPCBM.

Dual Autostereoscopic Display Platform for Multi-user Collaboration with Natural Interaction

  • Kim, Hye-Mi;Lee, Gun-A.;Yang, Ung-Yeon;Kwak, Tae-Jin;Kim, Ki-Hong
    • ETRI Journal
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    • 제34권3호
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    • pp.466-469
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    • 2012
  • In this letter, we propose a dual autostereoscopic display platform employing a natural interaction method, which will be useful for sharing visual data with users. To provide 3D visualization of a model to users who collaborate with each other, a beamsplitter is used with a pair of autostereoscopic displays, providing a visual illusion of a floating 3D image. To interact with the virtual object, we track the user's hands with a depth camera. The gesture recognition technique we use operates without any initialization process, such as specific poses or gestures, and supports several commands to control virtual objects by gesture recognition. Experiment results show that our system performs well in visualizing 3D models in real-time and handling them under unconstrained conditions, such as complicated backgrounds or a user wearing short sleeves.

컬러링기술이 적용된 혼합현실콘텐츠 제작에 대한 연구 (A study on the Fabrication of Mixed Reality Content with Coloring Technology)

  • 김태은
    • 한국전자통신학회논문지
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    • 제14권4호
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    • pp.737-742
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    • 2019
  • 본 논문은 AR컬러링기술과 가상의 환경 그리고 여러 VR기기들을 접목시켜 현실의 정보를 받아 가상환경에서의 인터랙션 등을 구현한 혼합현실 콘텐츠 제작에 대한 연구이다. 본 연구에서는 실제 혼합현실 콘텐츠를 제작하고 시연하기 위해서 '신데렐라'라는 동화를 주제로 콘텐츠를 기획부터 제작까지 하였다. '신데렐라'는 사용자가 직접 색칠한 도면의 색을 Oculus Rift를 이용해 보이는 가상공간에서 3D모델링에 입혀 보여주고, Leap-Motion을 활용하여 손가락의 움직임 정보를 받아 모델링 된 구두를 들어 올릴 수 있게 하였다. 트레드밀 위에서 발을 굴러 특정범위로 이동이 가능한 전시 및 체험용 가상증강 인터렉션 콘텐츠이다. 우리는 이 논문을 통해 증강현실과 가상현실의 기술이 혼합되어 있는 새로운 형태의 혼합현실 게임콘텐츠 제작에 대한 제작경험을 공유하고, 나아가 이 분야의 좀 더 보편적인 활용에 기여하고자하였다.

모바일 기반 증강현실 기술을 활용한 3D전래동화 콘텐츠 연구 (3D Graphic Nursery Contents Developed by Mobile AR Technology)

  • 박영숙;박대우
    • 한국정보통신학회논문지
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    • 제20권11호
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    • pp.2125-2130
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    • 2016
  • 본 논문에서는 모바일 증강현실기술 기반을 활용한 3D전래동화 콘텐츠에 관한 연구이다. 지식기반사회의 핵심콘텐츠 산업으로 주목받고 있는 시공간을 연결하는 SW기술 증강현실(Augmented Reality) 기술을 활용하여 흥미로운 전래동화를 한국어, 중국어, 영어로 자막언어선택으로 외국어학습에 적용한다. 이를 위해 상호작용 AR게임(놀이)으로 재구성하였다. 전래동화는 3D 콘텐츠 제작을 위해 6~8개의 scene으로 분량을 구성하고, 각색하여 번역하였다. 더빙은 모국어로 사용하는 원어민 성우를 통해 표준발음을 사용하여 더빙하였고, 효과음은 장면에 어울리도록 별도 제작하여 편집하였다. 시나리오를 구성하고, 3D 모델구성, 인터렉션 구성, 사운드 이펙트를 구성하고 콘텐츠 메타데이터를 작성한 후, Unity 3D 게임엔진을 실행하여 프로젝트를 생성하고, 스크립터로 기술한다. 재미있고 유익한 전래동화를 ICT기술을 접목한 융복한 콘텐츠로 경험하면서, 첨단기술기반 교육을 수용하며, 생활주변에서 소프트웨어를 인식할 수 있는 기회를 가지게 한다.

야외 증강현실 기반의 문화 유적지 3D 모델 시각화 시스템 (Outdoor Augmented Reality based 3D Model Visualization System of Cultural Heritage Sites)

  • 한종길;박경욱;반경진;김응곤
    • 한국전자통신학회논문지
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    • 제8권3호
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    • pp.459-464
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    • 2013
  • 최근 국내외에서 역사의 중요성이 대두됨에 따라 문화 콘텐츠 산업이 크게 성장하고 있다. 그 중에서 IT기술을 접목한 분야가 주목받고 있다. 특히, 증강현실 기술을 이용한 문화 유적지, 건축문화재, 유물 복원 디지털 콘텐츠 개발 등 3D 시각화에 대한 연구가 이루어지고 있다. 그러나 기존의 복원 디지털 콘텐츠는 주로 실내에서만 이루어지고 있는 시스템이 대부분이다. 본 논문에서는 실내가 아닌 실외에서 야외 증강현실 기술을 이용한 문화 유적지 3D 모델 시각화 시스템을 제안한다. 제안된 시각화 시스템은 실외에서 스마트폰을 사용하여 입력받은 영상이미지에 문화 유적지 3D 모델을 증강한다.

MDS Coded Caching for Device-to-Device Content Sharing Against Eavesdropping

  • Shi, Xin;Wu, Dan;Wang, Meng;Yang, Lianxin;Wu, Yan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권9호
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    • pp.4484-4501
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    • 2019
  • In this paper, we put forward a delay-aware secure maximum distance separable (MDS) coded caching scheme to resist the eavesdropping attacks for device-to-device (D2D) content sharing by combining MDS coding with distributed caching. In particular, we define the average system delay to show the potential coupling of delay-content awareness, and learn the secure constraints to ensure that randomly distributed eavesdroppers cannot obtain enough encoded packets to recover their desired contents. Accordingly, we model such a caching problem as an optimization problem to minimize the average system delay with secure constraints and simplify it to its convex relaxation. Then we develop a delay-aware secure MDS coded caching algorithm to obtain the optimal caching policy. Extensive numerical results are provided to demonstrate the excellent performance of our proposed algorithm. Compared with the random coded caching scheme, uniform coded caching scheme and popularity based coded caching scheme, our proposed scheme has 3.7%, 3.3% and 0.7% performance gains, respectively.

인공지능을 이용한 3D 콘텐츠 기술 동향 및 향후 전망 (Recent Trends and Prospects of 3D Content Using Artificial Intelligence Technology)

  • 이승욱;황본우;임성재;윤승욱;김태준;김기남;김대희;박창준
    • 전자통신동향분석
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    • 제34권4호
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    • pp.15-22
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    • 2019
  • Recent technological advances in three-dimensional (3D) sensing devices and machine learning such as deep leaning has enabled data-driven 3D applications. Research on artificial intelligence has developed for the past few years and 3D deep learning has been introduced. This is the result of the availability of high-quality big data, increases in computing power, and development of new algorithms; before the introduction of 3D deep leaning, the main targets for deep learning were one-dimensional (1D) audio files and two-dimensional (2D) images. The research field of deep leaning has extended from discriminative models such as classification/segmentation/reconstruction models to generative models such as those including style transfer and generation of non-existing data. Unlike 2D learning, it is not easy to acquire 3D learning data. Although low-cost 3D data acquisition sensors have become increasingly popular owing to advances in 3D vision technology, the generation/acquisition of 3D data is still very difficult. Even if 3D data can be acquired, post-processing remains a significant problem. Moreover, it is not easy to directly apply existing network models such as convolution networks owing to the various ways in which 3D data is represented. In this paper, we summarize technological trends in AI-based 3D content generation.

스큐어모피즘을 적용한 패션 에듀테크 XR 콘텐츠 연구 (Research on Fashion Edutech XR Content Applying Skeuomorphism)

  • 김향자
    • 한국의류산업학회지
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    • 제25권5호
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    • pp.560-567
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    • 2023
  • This study aims to rediscover the industrial value of a borderless service in the hyper-connected era by producing fashion content at the forefront of the cultural industry as XR content and contributing to developing fashion content for edutech. The research method employed design aesthetic theory, while the empirical proposal utilized scientific knowledge information to build a framework for 3D convergence content. The characteristics of fashion content exhibitions that apply the neumorphism technique are as follows: The first is a virtual space that produces clothing culture by type. Africa, where dyeing and crafts are developed, selects a product-oriented exhibition type; Asia, where weaving and textiles are excellent, selects a random movement type; and Europe, where the evolution of clothing design over time is evident, selects a guided movement type to create a three-dimensional fashion edutech. The goal was to produce content. The second is creative reproducibility, which combines a new fashion design that embraces the aura of the original with a trendy sense. The realistic folk costume style of the original allowed for its implementation in the AR exhibition space using historical traditional style techniques such as weaving and textiles. The third is building organic, modular content. By designing and then saving/editing/arranging the basic VP zone for each style, learners and instructors can freely edit the content for each fashion class topic and create various presentations to ensure that it functions as non-face-to-face edutech content around the world.