• Title/Summary/Keyword: 3D Content Design

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A Study on methodology of physical Fabrication & reorganization of Epidermis in Space Design - Focused on reorganization of Epidermis, Fabrication - (공간디자인에서 디지털 표피 재 조직화, 물리적 구현 방법 연구 - 표피 재 조직화, 가공 중심으로 -)

  • Park, Jeong-Joo
    • Korean Institute of Interior Design Journal
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    • v.17 no.2
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    • pp.150-161
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    • 2008
  • It requires more close cooperation process and mediator for smooth communication in this industry structure where design and engineers are separated. The database of design integrates separate system and helps connection between organizations. The application category is utilized variously from formation to operation. Architectures addressed in this content as Frank Gehry and Nox are making differentiated design on the base of 3d digital methodology and using it widely from generation to fabrication. Especially they got to be free from the generative limit as it became available to analyse, digital surface organization, and realize the complex system form. Now more integrated and delicate works got to be affordable owing to various kinds of improved CNC, RP(rapid-prototype) machines, and architecture hardwares. With a linkage of software now at their disposal, architects can create a digital model of a building and all of its design elements, and in turn use this 3d information to construct actual building components using machines driven by CNC and other advanced manufacturing techniques. Digital technologies are enabling a direct correlation between what design and construction, thus bringing to the forefront the issue of the significance of information, the production, communication, application, and control of digital information in the industrial system. The central requirement is the clear, reliable, and consistent exchange of information among all parties involved in creating a given project.

A Research on 3D Texture Production Using Artificial Intelligence Softwear

  • Ke Ma;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.178-184
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    • 2023
  • AI image generation technology has become a popular research direction in the field of AI, which is widely used in the field of digital art and conceptual design, and can also be used in the process of 3D texture mapping. This paper introduces the production process of 3D texture mapping using AI image technology, and discusses whether it can be used as a new way of 3D texture mapping to enrich the 3D texture mapping production process. Two AI deep learning models, Stable Diffusion and Midjourney, were combined to generate high-quality AI textures. Finally, the lmage to material function of substance 3D Sampler was used to convert the AI-generated textures into PBR 3D texture maps. And applied in 3D environment. This study shows that 3D texture maps generated by AI image generation technology can be used in 3D environment, which not only has short production time and high production efficiency, but also has rich changes in map styles, which can be quickly adjusted and modified according to the design scheme. However, some AI texture maps need to be manually modified before they can be used. With the continuous development of AI technology, there will be great potential for further development and innovation of AI-generated image technology in the 3D content production process in the future.

A Study on Process of Architectural Design Education Using BIM (BIM을 적용한 건축설계 수업과정에 관한 연구)

  • Min, Young-Gi;Chung, Kwang-Ho
    • Journal of The Korean Digital Architecture Interior Association
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    • v.13 no.3
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    • pp.33-40
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    • 2013
  • The purpose of this study is to propose an curriculum for architectural studio in university to implement BIM process, through the analysis of the advantages of the BIM tool. The limitation of this study was to analyze the case study of only half year a single university. University education in the design process, the design that can be used in applying BIM content should be universal, university education considering the special working conditions, excessive BIM-based application can be difficult. Therefore, a systematic and reliable design that can be applied to education applies BIM design process is necessary to establish. University education applying BIM design review and design proposal the various 3D visualization can be used effectively to determine. In addition, the planned representation for thinking about and drawing 3D model building, architectural space can be used for visualization, and other subjects in conjunction with structural analysis, environmental analysis, facility layout, etc. can be used.

A Practical Network Design for VoD Services

  • Lee, Hoon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.3B
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    • pp.225-234
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    • 2009
  • Recently IPTV service is penetrating to the ordinary home users very swiftly. One of the first phase of IPTV service is considered to be VoD, and a nationwide availability of the VoD service imposes tremendous pressure to the network resource due to its requirements for the broad bandwidth, the inherent nature of unicast technology, and the large scalability, etc. This work suggests a novel and practical method to the design of network resource for the VoD service. Especially, we explore the distributed content storage problem that takes into account the popularity of the video contents and its corresponding link dimensioning problem that takes into account the grade of service for the flow level quality of service about the VoD service. By assuming a realistic topology for the nationwide IP backbone network of Korea, which is a typical tree topology, we suggest an analytic method for the design of VoD service.

Light ID and HMD-AR Based Interactive Exhibition Design for Jeonju Hanok Village Immersive 3D View (전주 한옥마을의 실감 3D View를 위한 Light ID 및 HMD-AR 기반 인터렉티브 전시 설계)

  • Min, Byung-Jun;Mariappan, Vinayagam;Cha, Jae-Sang;Kim, Dae-Young;Cho, Ju-Phil
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.414-420
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    • 2018
  • The digital convergence looking for new ways to engage visitors by superimposing virtual content on projection over the real world captured media contents. This paper propose the Light ID based interactive 3D immersive exhibition things view using HMD AR technology. This approach does not required to add any additional infrastructure to be built-in to enable service and uses the installed Lighting or displays devices in the exhibit area. In this approach, the Light ID can be used as a Location Identifier and communication medium to access the content unlike the QR Tag which supports provide the download information through web interface. This utilize the advantages of camera based optical wireless communication (OWC) to receive the media content on smart device to deliver immersive 3D content visualization using AR. The proposed exhibition method is emulated on GALAXY S8 smart phone and the visual performance is evaluated for Jeonju Hanok Village. The experimental results shows that the proposed method can give immersive 3D view for exhibit things in real-time.

Improving Nutritional Quality of Cocoa Pod (Theobroma cacao) through Chemical and Biological Treatments for Ruminant Feeding: In vitro and In vivo Evaluation

  • Laconi, Erika B.;Jayanegara, Anuraga
    • Asian-Australasian Journal of Animal Sciences
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    • v.28 no.3
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    • pp.343-350
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    • 2015
  • Cocoa pod is among the by-products of cocoa (Theobroma cacao) plantations. The aim of this study was to apply a number of treatments in order to improve nutritional quality of cocoa pod for feeding of ruminants. Cocoa pod was subjected to different treatments, i.e. C (cocoa pod without any treatment or control), CAm (cocoa pod+1.5% urea), CMo (cocoa pod+3% molasses), CRu (cocoa pod+3% rumen content) and CPh (cocoa pod+3% molasses+Phanerochaete chrysosporium inoculum). Analysis of proximate and Van Soest's fiber fraction were performed on the respective treatments. The pods were then subjected to an in vitro digestibility evaluation by incubation in rumen fluid-buffer medium, employing a randomized complete block design (n = 3 replicates). Further, an in vivo evaluation of the pods (35% inclusion level in total mixed ration) was conducted by feeding to young Holstein steers (average body weight of $145{\pm}3.6kg$) with a $5{\times}5$ latin square design arrangement (n = 5 replicates). Each experimental period lasted for 30 d; the first 20 d was for feed adaptation, the next 3 d was for sampling of rumen liquid, and the last 7 d was for measurements of digestibility and N balance. Results revealed that lignin content was reduced significantly when cocoa pod was treated with urea, molasses, rumen content or P. chrysosporium (p<0.01) with the following order of effectiveness: CPh>CAm>CRu>CMo. Among all treatments, CAm and CPh treatments significantly improved the in vitro dry matter and organic matter digestibility (p<0.05) of cocoa pod. Average daily gain of steers receiving CAm or CPh treatment was significantly higher than that of control (p<0.01) with an increase of 105% and 92%, respectively. Such higher daily gain was concomitant with higher N retention and proportion of N retention to N intake in CAm and CPh treatments than those of control (p<0.05). It can be concluded from this study that treatment with either urea or P. chrysosporium is effective in improving the nutritive value of cocoa pod.

The Design of Digital Human Content Creation System (디지털 휴먼 컨텐츠 생성 시스템의 설계)

  • Lee, Sang-Yoon;Lee, Dae-Sik;You, Young-Mo;Lee, Kye-Hun;You, Hyeon-Soo
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.15 no.4
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    • pp.271-282
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    • 2022
  • In this paper, we propose a digital human content creation system. The digital human content creation system works with 3D AI modeling through whole-body scanning, and is produced with 3D modeling post-processing, texturing, rigging. By combining this with virtual reality(VR) content information, natural motion of the virtual model can be achieved in virtual reality, and digital human content can be efficiently created in one system. Therefore, there is an effect of enabling the creation of virtual reality-based digital human content that minimizes resources. In addition, it is intended to provide an automated pre-processing process that does not require a pre-processing process for 3D modeling and texturing by humans, and to provide a technology for efficiently managing various digital human contents. In particular, since the pre-processing process such as 3D modeling and texturing to construct a virtual model are automatically performed by artificial intelligence, so it has the advantage that rapid and efficient virtual model configuration can be achieved. In addition, it has the advantage of being able to easily organize and manage digital human contents through signature motion.

Design And Implementation of Virtual Reality Environment Education Content Based 3D (3D기반의 환경교육 가상현실 콘텐츠 설계 및 구현)

  • Lee, Keun-Wang;Kim, Yong-Hwan
    • Proceedings of the KAIS Fall Conference
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    • 2010.11a
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    • pp.206-208
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    • 2010
  • 본 논문에서는 개발로 인해 변형된 자연환경과 도시의 본래 모습을 3D기반의 환경교육용 가상현실 콘텐츠로 구현함으로써 조선시대의 자연환경과 현재의 자연환경을 비교하여 사용자 스스로 환경변화에 학습하고 오염의 원인과 해결 방안을 모색할 수 있는 콘텐츠를 제작하는데 그 목적이 있다.

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Region Selective Transmission Method of MMT based 3D Point Cloud Content (MMT 기반 3차원 포인트 클라우드 콘텐츠의 영역 선별적 전송 방안)

  • Kim, Doohwan;Kim, Junsik;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.25 no.1
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    • pp.25-35
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    • 2020
  • Recently, the development of image processing technology, as well as hardware performance, has been continuing the research on 3D point processing technology that provides users with free viewing angle and stereoscopic effect in various fields. Point cloud technology, which is a type of representation of 3D point, has attracted attention in various fields because it can acquired/expressed point precisely. However, since Hundreds of thousands, millions of point are required to represent one 3D point cloud content, there is a disadvantage that a larger amount of storage space is required than a conventional 2D content. For this reason, the MPEG (Moving Picture Experts Group), an international standardization organization, is continuing to research how to efficiently compress, store, and transmit 3D point cloud content to users. In this paper, a V-PCC bitstream generated by a V-PCC (Video-based Point Cloud Compression) encoder proposed by the MPEG-I (Immersive) group is composed of an MPU (Media Processing Unit) defined by the MMT. In addition, by extending the signaling message defined in the MMT standard, a parameter for a segmented transmission method of the 3D point cloud content by area and quality parameters considering the characteristic of the 3D point cloud content, so that the quality parameters can be selectively determined according to the user's request. Finally, in this paper, we verify the result through design/implementation of the verification platform based on the proposed technology.

A Study on the Cyber motion sickness of VR Content -Focused on Content Environment- (VR 콘텐츠 사이버 멀미에 관한 연구 -콘텐츠 환경을 중심으로-)

  • Koo, Ja-yoon;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.135-140
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    • 2019
  • This study is aimed at analyzing cyber motion sickness factors focus on virtual environment-based VR and real-world VR. First literature study of cyber motion sickness, 3D animations and documentaries were conducted. As a measurement tool for the degree of motion sickness, the symptom values were measured in a standardized SSQ (Simulator Sickness Questnire) questionnaire. Following the measurement, an in-depth interview was conducted based on the SSQ questionnaire. The results are as follows, First, actual environment based VR caused bigger cyber motion sickness, second, values of strong saturation of VR contents cause cyber motion sickness. This study is expected to be used as design guidelines for configuring VR early contents and to be used for cyber motion sickness research.