• Title/Summary/Keyword: 3D Engine

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A Contextual Information and Physics-based Mobile Augmented Reality Contents Manipulation Method (맥락 정보와 물리적 속성 부여가 가능한 모바일 증강 현실 콘텐츠 조작 방법)

  • Hong, Dong-Pyo;Lee, Jeong-Gyu;Chae, Chang-Hun;Lee, Jong-Weon;Ko, Kwang-Hee;Woo, Woon-Taek
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.526-530
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    • 2009
  • In this paper, we propose a contextual information and physics-based contents manipulation method for a mobile augmented reality authoring system. Due to proliferation of ubiquitous computing in information technology(IT) and advances in sensor technology and mobile devices, AR systems that were only possible in PC can be now feasible on mobile devices. In addition, many AR systems have been proposed that utilize sensory data and reflect them into. Thus, the proposed method provides appropriate visual cues for 3D manipulations of the augmented contents. In addition, uses can manipulate the augmented contents with sensory information through the assignment of sensors to the contents. Moreover, it supports not only a physics-based contents loader that enables users to specify physics properties into the contents, but also the transform matrix between AR and physics engine coordinates. To show the feasibility of the proposed method, we implemented a mobile augmented reality authoring system. We believe that the proposed method can be a key factor for context-aware mobile AR authoring system.

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An Educational Platform for Digital Media Prototype Development: an analysis and a usability study (디지털 미디어 콘텐츠 개발을 위한 교육용 플랫폼의 활용성)

  • Kim, Na-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.77-87
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    • 2011
  • The advent of new platforms each year along with the advancement of technology provides a new opportunity for digital media designers to develop creative and innovative contents. This phenomenon affect the same way the students that major in the digital media, and the use of the platforms that is based on the new technology in the development of contents gives a newer and useful opportunity for learning to the students who recently study the digital media area. As the main technology of the recent digital media that attract many students' attention, we are presenting virtual reality display, movement cognition, physical engine and the gesture interface, and developed the consolidated platform based on these four technologies, and designed them in a way that can be more easily implemented in a simpler way. In order to study the efficiency of the platform with the objective of the development of digital media contents, we have developed four different prototype contents, and have measured based on the user's preference, efficiency and satisfaction. In the results of usability evaluation, functionality, effectiveness, efficiency, satisfaction were rated as 'high'. This results shows that the suggested 3D platform environment provides students to develop a rapid prototype fast and easy, and this may have a positive influence on students major in the digital media to conduct creative development research.

A Study on Development of GenBank-based Prototype System for Linking Heterogeneous Content (GenBank를 활용한 이종의 콘텐트 연계 프로토타입 시스템 개발 연구)

  • Ahn, Bu-Young;Shin, Young-Ju;Kim, Dea-Hwan
    • Journal of Information Management
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    • v.40 no.4
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    • pp.109-133
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    • 2009
  • Among biological information, GenBank, provided by the National Center for Biotechnology Information (NCBI)of the United States, is a representative database on genetic information and is the most widely used by researchers around the world. Korea Institute of Science and Technology Information (KISTI) visits NCBI on a regular basis and downloads the latest version of GenBank to reorganize the information gathered there into a database. This database is provided for Korean researchers of science and technology through the Bio-KRISTAL search engine, developed by KISTI. This study aims to design a service model that links information on papers, patents, and biodiversity and other contents of NDSL, an integrated service on scientific and technological information run by KISTI, with GenBank's reference and organism fields and to develop a prototype system. For this purpose, this paper explores the possibility of a linkage and convergence service between heterogeneous content by: (a) collecting GenBank data from NCBI's FTP site; (b) dividing GenBank text files into basic and reference genetic information and restructuring them into a database; (c) extracting article and patent information from the GenBank reference fields to generate new tables; and (d) leveraging data mapping technology to implement a prototype system where GenBank and NDSL data are interlinked and provided.

A Numerical Study of Tumble Effect on Spray/wall Impingement in the D. I. Engines (직접분사식 엔진내의 분무/벽 충돌 현상에서 텀블 효과에 관한 연구)

  • Chae, Soo;Yang, Hyup;Ryou, Su-Yeal;Ryou, Hong-Sun
    • Transactions of the Korean Society of Automotive Engineers
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    • v.10 no.5
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    • pp.45-57
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    • 2002
  • In this paper, the results gained by applying many impingement models to the cylinder and flat plate were analyzed in comparison with the experimental data to study a spray/wall interaction phenomena. To begin with, the behavior of spray injected normal to the wall was analysed using three different impingement models ; Naber and Reitz model(NR model), Watkins and Wang model(WW model) and Park and Watkins model(PW model) in the present calculation. The results obtained from these models were compared with experimental data of Katsura et. al. The results indicated that PW model was in better agreement with experimental data than the NR and WW model. Also f3r spray injected at 30DEG , the result of three models were compared with experimental data of Fujimoto et. al. The results showed that m model overpredicted the penetration in the radial direction because this model was based on the inviscid jet analogy. WW model did not predicted the radius and height of the wall spray effectively. It might be thought that this discrepancy was due to the lack of consideration of spray film velocity occurred at impingement site. The result of PW model agrees with the experimental data as time goes on. In particular, a height of the spray droplets was predicted more closely to the experimental data than the other two models. The results of PW model in which the spray droplets were distributed densely around the edge of droplet distribution shaped in a circle had an agreement with the experimental data of Fujimoto et. al. Therefore, it was concluded that PW model performed better than M and WW model for prediction of spray behavior. The numerical calculation using PW model performed to the cylinder similar to the real shape of DI engine. The results showed that vortex strength near the wall in the cylinder was stronger than that in the case of flat plate. Contrary to the flat plat, an existence of the side wall in the cylinder caused the tangential velocity component to be reduced and the normal velocity component to be increased. The flow tends to rotate to the inside of cylinder going upward to the right side wall of cylinder gradually as time passes. Also, the results showed that as the spray angle increases, the gas velocity distribution and the tumble flow seemed to be formed widely.

Indian Culture Code and Glocal Cultural Contents (인도의 문화코드와 글로컬문화콘텐츠)

  • Kim, Yunhui;Park, Tchi-Wan
    • Journal of International Area Studies (JIAS)
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    • v.14 no.4
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    • pp.79-106
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    • 2011
  • The cultural contents industries have moved closer to the centre of the economic action in many countries and across much of the world. For this reason, the concern with the development of glocal cultural contents has also been growing. According to Goldman Sock's BRICs report, Indian economy will be the engine of global economy with China. In addition, India will be a new blue chip country for large consumer market of cultual contents. The most important point for the development of glocal cultural contents is a systematic and in-depth analysis of other culture. India is a complex and multicultural country compared with Korea which is a nation-state. Therefore, this paper is intended as an understanding about India appropriately and suggestion for a strategy to enter cultural industry in India. As the purpose of this paper is concerned, we will take a close look at 9 Indian culture codes which can be classified into three main groups: 1) political, social and cultural codes 2) economic codes 3) cultural contents codes. Firstly, political, social and cultural codes are i) consistent democracy and saving common people, ii) authoritarianism which appears an innate respect for authority of India, iii) Collective-individualism which represents collectivist and individualistic tendency, iv) life-religion, v) carpe diem. Secondly, economic culture codes are vi) 1.2billion Indian people's God which represents money and vii) practical purchase which stands for a reasonable choice of buying products. Lastly, viii) Masala movie and ix) happy ending that is the most popular theme of Masala movies are explained in the context of cultural content codes. In conclusion, 3 interesting cases , , will be examined in detail. From what has been discussed above, we suggest oversea expansion strategy based on these case studies. Eventually, what is important is to understand what Indian society is, how Indian society works and what contents Indian prefers.