• Title/Summary/Keyword: 3D Graphic

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Development and Sensory Evaluation of Jacquard Fabrics with Three Dimensional Pattern Design for Bag (가방용 3D 입체패턴 디자인 자카드 직물 개발과 감성구조)

  • Kim, Jeong-Hwa;Kim, Myoung-ok;Lee, Jung-soon
    • Fashion & Textile Research Journal
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    • v.21 no.1
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    • pp.104-111
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    • 2019
  • This study was developed using the DTP (digital textile printing) jacquard fabrics with a three-dimensional pattern for bag and evaluated the preference and emotional structure. The following conclusions were obtained. Three-dimensional patterns of 12 species using the illustrator program, including six kinds of designs based on the text and six kinds of character types based on the geometry of the basic design was developed. As a result of evaluating the preference of the three-dimensional pattern jacquard fabric, the most preferred fabric was a three-dimensional patterned jacquard fabric with a motif of the Korean consonant "ㅅ". The results of analyzing the emotional dimension of the three-dimensional pattern jacquard fabric, eight factors including simple image, feminine image, exotic image, graphic image, sporty image, masculine image, dynamic image and stereoscopic image were derived. Between emotional factors and preferences correlation analysis showed the stronger the simple image, the feminine image, and the sporty image, the more preferable. It suggested the possibility of a morphological and new fabric for bag, textile design motifs by using Hangul consonants attempt to limit the flatness of the existing geometric form patterns that can be applied to three-dimensional bag whether swirly patterns overcome.

Exploring Environmental Factors Affecting Strawberry Yield Using Pattern Recognition Techniques

  • Cho, Wanhyun;Park, Yuha;Na, Myung Hwan;Choi, Don-Woo
    • Journal of Internet Computing and Services
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    • v.20 no.1
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    • pp.39-46
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    • 2019
  • This paper investigates the importance of various environmental factors that have a strong influence on strawberry yields grown in greenhouse using the pattern recognition methods. The environmental factors influencing the production of strawberries were six factors such as average inside temperature, average inside humidity, average $CO_2$ level, average soil temperature, cumulative solar radiation, and average illumination. The results of analyzing the observed data using Dynamic Time Warping (DTW) showed that the most significant factor influencing the strawberry production was average soil temperature, average inside humidity, and cumulative solar radiation. Second, the results of analyzing the observed data using Multidimensional Scaling (MDS) showed that the most influential factors on the strawberry yields, such as average $CO_2$ level, average inside humidity, and average illumination were differently given for each farms. However, these results are based on the distance in 3D space and can be deduced from the fact that there is not a large difference between these distances. Therefore, in order to increase the harvest of strawberries cultivated in the farms, it is necessary to manage the environmental factors such as thoroughly controlling the humidity and maintaining the concentration of $CO_2$ constantly by ventilation of the greenhouse.

LIQUID APOGEE ENGINE BURN PLANS FOR THE KOREASAT-3 (액체추진제를 사용한 무궁화위성 3호의 정지궤도 진입 시뮬레이션)

  • 윤재철;최규홍;김두환;김방엽;김은규
    • Journal of Astronomy and Space Sciences
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    • v.15 no.2
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    • pp.427-436
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    • 1998
  • The apogee manoeuvre of $KOREASAT-1{cdot}2{cdot}3$ is basic elliptical orbit transfer converting orbit plane. The KOREASAT-3 is planed for multi-burn manoeuvres using the liquid apogee engine while the $KOREASAT-1{cdot}2$ used the apogee kick motor that executes a single burn in the apogee of transfer orbit using the solid propellant. This study analyzed the multi-burn manoeuvres using the liquid apogee engine and the propellant control method and developed the simulation tools. For the purpose of precise simulation, We designed tools in the basic of orbit propagation software, COWELL5, that was developed by members of Center for Astrodynamics in Yonsei university and the results can be displayed in 3-D graphic of $STK/VO^{TM}$.

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Development of DirectX-based Stereoscopic Image Authoring Tool for Immersive e-Book Production (몰입형 e-Book 제작을 위한 DirectX기반 입체 영상 저작도구 개발)

  • Lee, Keunhyung;Park, Jinwoo;Kim, Jinmo
    • Journal of Digital Contents Society
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    • v.17 no.1
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    • pp.23-31
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    • 2016
  • This study aims to develop a stereoscopic image authoring tool to effectively produce e-Book content that enhances user's sense of immersion in 3D environments. The proposed authoring tool consists of three core systems; 3D object editing, stereoscopic image, and image media production systems. First, the object editing system arranges and produces diverse objects that constitute virtual 3D spaces to fit the purpose of the content. In this case, commercial graphic authoring tools are utilized to design efficient data structures that can include produced external models. In addition, the material and textures of objects are made to be revisable and editable into the form wanted by the user. Thereafter, a stereoscopic image system will be implemented to produce the generated virtual scenes into stereoscopic images. This study uses the Anaglyph method so that the user can implement and use stereoscopic image scenes more easily. This method include functions to change the color of stereo cameras and control depth scaling. Finally, an image media production system will be implemented that will enable producing the produced stereoscopic images into single images or videos so that they can be effectively utilized in e-Book content.

Assessment technology for spatial interaction of Artificial Monitoring System through 3-dimensional Simulation (3차원 시뮬레이션을 이용한 인위감시체계의 공간대응성능 평가기술)

  • Kim, Suk-Tae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.2
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    • pp.1426-1433
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    • 2015
  • CCTV-applied monitoring is an effective measure to suppress potential crimes and record objective relationship; however, there is no methodology that can quantitatively compare and assess the afore-mentioned effects. Thus, this study intended to construct the methodology and analysis application that can measure the changes in the space-corresponding performance of CCTVs depending on installation measures by using 3-dimenstional virtual simulation technology. For analysis, the raster-based Isovist theory was 3-dimensionally expanded and the amount of incident sight line to each point was accumulated. At the same time, the amount of overlapped monitoring in the CCTV cameras that were connected to each measurement node was accumulated for cross-analysis. By applying the examples and analyzing the results, it was possible to construct an analysis application in use of collision detection model and quantify the changes of monitoring performance depending on positioning alternative of the cameras. Moreover, it enabled intuitive review and supplementation by reproducing visible shadow areas in a graph.

A Study of Usability Evaluation and Improvement of Weapon System Display GUI Using Performance Model (Performance Model을 이용한 무기체계 운용화면 GUI 사용성 평가 및 개선에 대한 연구)

  • Jeon, Dong-Ju;Lee, Seung-Ryool;Choi, Young-Won;Lee, Hye-Won;Kim, Doo-Jung
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.39 no.3
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    • pp.64-70
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    • 2016
  • The recent development of modern weapon system by SOS (System of System) has required users to have more exact decision making. It is possible to achieve the control of complex weapon system more efficiently and effectively by increasing usability. Accordingly, many studies on graphical display have been conducted for several years in the field of HCI (Human Computer Interaction) and GUI (Graphic User Interface), starting from its design stage. Therefore, this paper focuses on evaluating the system GUI usability and analyzing several important points based on performance model, which is a tool for the evaluation and the improvement of service quality. Performance Model, the main focus of this study, reflects user expectations (which is defined as user importance in this paper). The study consists of four steps. First, 34 checklists are drawn from the existing studies related to GUI usability evaluation by using a heuristic method, and then the checklists are matched with 11 weapon system design factors. Next, the study evaluates the importance of GUI element and the usability of weapon system "A" with the checklists twice respectively. Third, the performance of user importance ($P_i$) and the performance of usability ($P_u$) are calculated by modifying a numerical formula for normalization in this step. Finally, the study compares the approach it takes and the existing usability evaluation method, demonstrating that there is a significant difference between the two methods as a result. In addition, 4 improvement factors are suggested for weapon system "A" as "Shortcut" and "Description of Abbreviation," and so on. Although it is necessary to conduct more studies for higher reliability and validity of the results, this study is meaningful considering it takes a new point of view.

A Study on the Utilization of Video Industry Using Virtual Reality (가상현실을 이용한 영상산업 활용에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.15 no.1
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    • pp.163-170
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    • 2002
  • Virtual Reality is the technique which makes the man experience the similar interaction behavior to the experience in the real world through virtual space. The users participating in the 3D virtual space using virtual reality technique can have the various experiences in the space desired without restrictions on time and space and then it has been applied in many application areas such as video industry, entertainment simulator, medical treatment, construction and design. The area of video among them has been highlighted as a high-added value industry. Therefore this study classifies video industry into four including movie, broadcasting, advertisement and internet and is to examine their characteristics, application cases and developmental potential. In the industry using virtual reality technique in video industry, it is implied for special elect in the area of movie and for providing the various graphic virtual word to audiences with the introduction of virtual studio and character in the area of broadcasting. It can give audiences a synergy effect by inserting 3D advertisement into virtual space in the area of advertisement. Also the implementation of 3D virtual reality such as virtual museum, virtual model house, virtual home shopping and entertainment on the web is possible with the emergence of Virtual Reality Modeling Language (VRML) and it plays the roles of more entertainments. Accordingly, this study is to seek the application methods using virtual reality technique in video industry.

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Case Study on Production for Stop-motion Animation "Galaxay Kids" (스톱모션 애니메이션 <갤럭시키즈> 제작 사례 연구)

  • Kim, Tak Hoon;Park, Jin Wan
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.444-454
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    • 2017
  • Stop-motion animation is highly valued for realistic imagery and its ability to captivate the five senses of the audience. Despite this, practical research in this area is limited to date. The long hours required to produce stop-motion animation and turn these into profits can be attributed for the lack of knowledge in this area. In production research, the matter is made worse as it is difficult to protect the intellectual property made through the collaborated efforts of students and teaching staff through each laborious stage of planning, broadcasting and making 2D models. Meanwhile as the animation industry finds the investigation of new production processes taxing, it has maintained its focus on pre-existing processes such as the use of pipeline. This paper aims to shed light on new production methods that can be used to improve the effectiveness of existing stop-motion production. In addition, by working with Taktoon Enterprises on its T.V series Galaxy Kids the paper will revise real world production methods including the traditional use of hand made models. Thus by investigating the use of graphic technology such as 3D printing the paper will be able to extend current business models. Research conducted in this paper is a necessary part of overcoming various contents production obstacles. Furthermore, it may help publicize issues faced in production leading to the discussion and sharing of new innovations.

Design of 3D Action Game for PC Environment (PC 환경에서의 3인칭 액션게임 설계)

  • An, Sung-Ohk;Lee, HeeBum;Park, Dong-Won;Kim, SooKyun;Jung, Jinyoung
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.4
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    • pp.63-69
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    • 2014
  • Third Person Action Game is a genre receiving continuous interest from many game enthusiasts. The most distinctive feature about third person action games is that the user can actually see the character as well as the various actions, which in turn increases user engagement. Many games are developed using game engines. However, this study designs a third person action game using only DirectX library instead of the specialized techniques in game engines. By doing so, the game development costs will be minimalized. The study also uses several basic algorithms in order to process the various events and to make the animation effects more efficiently managed in the graphic device. The performance superiority is demonstrated by the results of the study.

Verification of Dose Evaluation of Human Phantom using Geant4 Code (Geant4 코드를 사용한 인체팬텀 선량평가 검증)

  • Jang, Eun-Sung;Choi, Ji-Hoon
    • Journal of the Korean Society of Radiology
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    • v.14 no.5
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    • pp.529-535
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    • 2020
  • Geant4 is compatible with the Windows operating system in C++ language use, enabling interface functions that link DICOM or software. It was simulated to address the basic structure of the simulation using Geant4/Gate code and to specifically verify the density composition and lung cancer process in the human phantom. It was visualized using the Gate Graphic System, i.e. openGL, Ray Tracer: Ray Tracing by Geant4 Tracing, and using Geant4/Gate code, lung cancer is modeled in the human phantom area in 3D, 4D to verify the simulation progress. Therefore, as a large number of new functions are added to the Gate Code, it is easy to implement accurate human structure and moving organs.