• Title/Summary/Keyword: 3D Content Design

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Effects of Mineral Powder on Performance of Warm Reclaimed Asphalt Mixture

  • Liu, Yao;Wang, Xiao-Yong
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2018.05a
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    • pp.216-217
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    • 2018
  • The three kinds of tests are used to further study the effect of the amount of mineral powder in this mixture design. Firstly, comparing the relationship of the content of mineral powder and asphalt bitumen membrane thickness at different asphalt content, through film thickness to determine the range of gradation and asphalt content in laboratory tests, Grade A and Grade D, asphalt content 2.6%, 3.4% and 3.8% are set for the benchmark, then fatigue properties of the test are carried out in the established range, the result show that asphalt film thickness decreases with the addition of mineral powder. The result also show that fatigue properties of asphalt rubber mixture will reduced, when mineral powder added in, especially when the asphalt content is high.

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Development of Architectural Components for Soong-Rye Gate And 3D Restoration with Building Information Modeling (건축정보모델링 방식에 의한 숭례문 부재 개발과 3D 복원)

  • Ahn, Eun-Young
    • Journal of Korea Multimedia Society
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    • v.15 no.3
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    • pp.408-416
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    • 2012
  • As increasing interests for cultural content, 3D restoration about the valuable traditional architectures is in progress, nowadays. Digital restoration is generally performed with using new IT technology and equipments such as 3D scanner. From the view points of making better use of the 3D data, the methodology for 3D restoration leaves much room for improvement. When using 3D scanner, it is possible to get precise 3D data for exterior of the building but huge data size and insufficient information for the wooden intra structure might be obstacles for using them as a source of various digital contents. In traditional wooden structure, the binding rules for corresponding architectural components are important factor for realizing the architectural culture at that times. In this paper, we develop a design tool and architectural components reflecting the wooden intra structure. Moreover, we propose a new 3D restoration method from the design tool, which is good for making contents offering useful information for processes of construction and binding rule in a real time just at a glance.

Study on System Support for Offshore Plant Piping Process Using 3D Simulator

  • Kim, Hyun-Cheol;Lee, Gyu-Hong
    • Journal of Ocean Engineering and Technology
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    • v.34 no.3
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    • pp.217-226
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    • 2020
  • An offshore plant is an offshore platform that can process oil and gas resources in rough seas with a poor working environment. Moreover, it is a complex structure with different types of offshore facilities and a large amount of outfitting that connects different offshore installations. In particular, an enormous amount of various piping materials is installed in a relatively narrow space, and thus, the difficulty of working is relatively high compared to working in ships or ground plants. Generally, when the 3D detailed design is completed, an offshore plant piping process is carried out at the shipyard with ISO 2D fabrication drawings and ISO 2D installation drawings. If a worker wants to understand the three-dimensional piping composition in the working area, he can only use three-dimensional viewers that provide limited functionality. As offshore plant construction progresses, correlating work with predecessors becomes more complicated and rework occurs because of frequent design changes. This viewer function makes it difficult to identify the 3D piping structure of the urgently needed part. This study deals with the process support method based on a system using a 3D simulator to improve the efficiency of the piping process. The 3D simulator is based on the Unity3D engine and can be simulated by considering the classification and priority of 3D models by the piping process in the system. Further, it makes it possible to visualize progress information of the process. In addition, the punch content can be displayed on the 3D model after the pipe inspection. Finally, in supporting the data in relation to the piping process, it is considered that 3D-simulator-supported piping installing could improve the work efficiency by more than 99% compared to the existing method.

Cell-Based Assay Design for High-Content Screening of Drug Candidates

  • Nierode, Gregory;Kwon, Paul S.;Dordick, Jonathan S.;Kwon, Seok-Joon
    • Journal of Microbiology and Biotechnology
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    • v.26 no.2
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    • pp.213-225
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    • 2016
  • To reduce attrition in drug development, it is crucial to consider the development and implementation of translational phenotypic assays as well as decipher diverse molecular mechanisms of action for new molecular entities. High-throughput fluorescence and confocal microscopes with advanced analysis software have simplified the simultaneous identification and quantification of various cellular processes through what is now referred to as high-content screening (HCS). HCS permits automated identification of modifiers of accessible and biologically relevant targets and can thus be used to detect gene interactions or identify toxic pathways of drug candidates to improve drug discovery and development processes. In this review, we summarize several HCS-compatible, biochemical, and molecular biology-driven assays, including immunohistochemistry, RNAi, reporter gene assay, CRISPR-Cas9 system, and protein-protein interactions to assess a variety of cellular processes, including proliferation, morphological changes, protein expression, localization, post-translational modifications, and protein-protein interactions. These cell-based assay methods can be applied to not only 2D cell culture but also 3D cell culture systems in a high-throughput manner.

A Study on the Improvement of Entity-Based 3D Artwork Data Modeling for Digital Twin Exhibition Content Development (디지털트윈 전시형 콘텐츠 개발을 위한 엔티티 기반 3차원 예술작품 데이터모델링 개선방안 연구)

  • So Jin Kim;Chan Hui Kim;An Na Kim;Hyun Jung Park
    • Smart Media Journal
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    • v.13 no.1
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    • pp.86-100
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    • 2024
  • Recently, a number of virtual reality exhibition-type content services have been produced using archive resources of visual art records as a means of promoting cultural policy-based public companies. However, it is by no means easy to accumulate 3D works of art as data. Looking at the current state of metadata in public institutions, there was no digitalization of resources when developing digital twins because it was built based on old international standards. It was found that data modeling evolution is inevitable to connect multidimensional data at a capacity and speed that exceeds the functions of existing systems. Therefore, the elements and concepts of data modeling design were first considered among previous studies. When developing virtual reality content, when it is designed for the migration of 3D modeling data, the previously created metadata was analyzed to improve the upper elements that must be added to 3D modeling. Furthermore, this study demonstrated the possibility by directly implementing the process of using newly created metadata in virtual reality content in accordance with the data modeling process. If this study is gradually developed in the future, metadata-based data modeling can become more meaningful in the use of public data than it is today.

Security Analysis based on Differential Entropy m 3D Model Hashing (3D 모델 해싱의 미분 엔트로피 기반 보안성 분석)

  • Lee, Suk-Hwan;Kwon, Ki-Ryong
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.12C
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    • pp.995-1003
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    • 2010
  • The content-based hashing for authentication and copy protection of image, video and 3D model has to satisfy the robustness and the security. For the security analysis of the hash value, the modelling method based on differential entropy had been presented. But this modelling can be only applied to the image hashing. This paper presents the modelling for the security analysis of the hash feature value in 3D model hashing based on differential entropy. The proposed security analysis modeling design the feature extracting methods of two types and then analyze the security of two feature values by using differential entropy modelling. In our experiment, we evaluated the security of feature extracting methods of two types and discussed about the trade-off relation of the security and the robustness of hash value.

Two Messages out of One 2D Matrix Bar Code

  • Cvitic, Filip;Pavcevic, Mario Osvin;Pibernik, Jesenka
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.3
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    • pp.1105-1120
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    • 2015
  • With the proposed principle of two-dimensional matrix bar code design based on masks, the whole surface of a 2D bar code is used for creating graphic patterns. Masks are a method of overlaying certain information with complete preservation of encoded information. In order to ensure suitable mask performance, it is essential to create a set of masks (mask folder) which are similar to each other. This ultimately allows additional error correction on the whole code level which is proven mathematically through an academic example of a QR code with a matrix of size $9{\times}9$. In order to create a mask folder, this article will investigate parameters based on Weber's law. With the parameters founded in the research, this principle shows how QR codes, or any other 2D bar code, can be designed to display two different messages. This ultimately enables a better description of a 2D bar code, which will improve users' visual recognition of 2D bar code purpose, and therefore users' greater enjoyment and involvement.

A Suggestion for the Convergent Type of the Cultural Content Production System Using Holography and Augmented Reality (홀로그래피와 증강현실을 활용한 융합형 문화콘텐츠 제작시스템 제안)

  • Oh, Moon Seok;Won, Jong Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.4
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    • pp.177-184
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    • 2012
  • A hologram projects a 3 dimensional video as same as a real subject and it is made by principles of holography. Many researches about holographic technology have been developed. Studies for visualization of 3D videos, holographic storages, and optical media have proceeded mostly in engineering. It is hard to find any researches about the convergent system from the viewpoint of interactive elements and motion graphic design such as this paper's concept. Most studies of augmented reality have been developed in the domain of technology and education but the field of content production. AR has been convergent with various fields and media, so it is time to make an active progress in the study of convergent content development. The goal of this study is to develop cultural contents and create new values through the convergence of holography and AR. The purpose of this paper is to propose the way of developing the convergent type of cultural contents and construct the production system by the new approach to users using the convergence technology of holography and augmented reality.

A Study on Production Pipeline for Third Person Virtual Reality Contents Based on Hand Interface (손 인터페이스 기반 3인칭 가상현실 콘텐츠 제작 공정에 관한 연구)

  • Jeon, Changyu;Kim, Mingyu;Lee, Jiwon;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.9-17
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    • 2017
  • This study proposes a third-person virtual reality content production pipeline to provide users with a new experience and presence in a new virtual reality environment. For this purpose, we first create third-person virtual reality content, which includes a story, fun factors, and game characteristic. It consists of a tutorial scene in which a user can pre-learn the proposed interface suitable for a third person different from existing virtual reality content and a content scene that achieves its purpose by using game factors based on the background story. Next, we design an interface suitable for the third-person virtual reality content. This study proposes an interface in which users can interact with a virtual environment or object by using their hand. The proposed interface consists of three steps: character movement, virtual object selection with multiple selection, and 3D menu control using virtual space. Finally, through the survey experiment, third-person virtual reality content produced based on the proposed interface was confirmed to be easily controlled while ensuring high satisfaction.

Design Plan for Muti-Purpose Concert Hall in the 'D' Church ('D' 교회 다목적 콘서트홀 계획안)

  • Chang, Kyung-Soo
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.11a
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    • pp.223-226
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    • 2006
  • The purpose of this design plan is a method for opening the church to regional society to contribute to make up the community within regional society and to achieve the desirable common society of christianity like following. 1)For opening churchs to regional society, the church has to make up exterior spaces sufficiently. 2)The main chapel has to planned with mutipurpose for fiexibility and various functions of contemporary church. 3)The whole facilities have to be organized with a kind of the complex or multifunctional building which can accommodate activities of education, recreation and culture, therefore, content with the community's requirements. 4)The architectural form of the church has to planned with human scale, considering harmonization with regional environment. Modern church architecture needs a centralized plan, a variety of shapes such as square, round oval and polygon rather then a rectangular which is able to bring about a closer reationship between the priest and the congregation in the church.

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