• Title/Summary/Keyword: 3D Graphic

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Visual Characteristics of Light Rail Transit Pier for Improving Urban Landscape (도시 경관향상을 위한 경전철 교각의 시각적 특성)

  • Jung, Sung-Gwan;Shin, Jae-Yun;Kim, Kyung-Tae;Lim, Eun-Na
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.16 no.4
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    • pp.65-81
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    • 2013
  • Urban sprawl has been the limits of traffic accommodate and the supply road. Thus, Light Rail Transit(LRT) has been proposed as the best alternative. Owing to landscape damage from construction of LRT, landscape planning should be considered seriously in the urban planning step. This paper therefore seeks to determine landscape improvement direction of LRT pier. First, the methods in this study shared landscape improvement direction type of LRT pier through previous studies such as planting of surface(30%, 60%, 90% planting of surface), graphic(character, commercial advertising, symbol), and surface treatment type(exposed concrete, white painting, pattern dies). Next, respondent evaluated 3D simulated landscape image accordingly shared types by preference and landscape adjectives using in streetscape evaluation. As a result, visual preference was the highest in planting type of surface and the lowest in the surface treatment type. Covering 60%(4.48) in planting type of surface was the highest. Because it is similar to the golden ratio considering the visual principle, we will need to take advantage through the result of this paper. Also, most landscape improvement direction which satisfied with significant level showed a positive effect from landscape improvement. Comprehensively based on these results, it suggests desirable landscape improvement direction of LRT pier in the city for solution of landscape inhibition problem.

A Study on Progressive Working of Electric Product by the using of Fuzzy Set Theory (퍼지 셋 이론을 이용한 전기제품의 프로그레시브 가공에 관한 연구)

  • Kim, J. H;Kim, Y. M.;Kim, Chul;Choi, J. C.
    • Journal of the Korean Society for Precision Engineering
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    • v.19 no.1
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    • pp.79-92
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    • 2002
  • This paper describes a research work of developing computer-aided design of a product with bending and piercing for progressive working. An approach to the system for progressive working is based on the knowledge-based rules. Knowledge for the system is formulated from plasticity theories, experimental results and the empirical knowledge of field experts. The system has been written in AutoLISP on the AutoCAD with a personal computer and is composed of four main modules, which are input and shape treatment, flat pattern layout, strip layout and die layout modules. The system is designed by considering several factors, such as bending sequences by fuzzy set theory, complexities of blank geometry, punch profiles, and the availability of a press equipment. Strip layout drawing generated in the strip layout module is presented in 3-D graphic farms, including bending sequences and piercing processes with punch profiles divided into for external area. The die layout module carries out die design for each process obtained from the results of the strip layout. Results obtained using the modules enable the manufacturer for progressive working of electric products to be more efficient in this field.

Development of Robot Simulator for Palletizing Operation Management S/W and Fast Algorithm for 'PLP' (PLP 를 위한 Fast Algorithm 과 팔레타이징 작업 제어 S/W 를 위한 로봇 시뮬레이터 개발)

  • Lim, Sung-Jin;Kang, Maing-Kyu;Han, Chang-Soo;Song, Young-Hoon;Kim, Sung-Rak;Han, Jeong-Su;Yu, Seung-Nam
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.31 no.5
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    • pp.609-616
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    • 2007
  • Palletizing is necessary to promote the efficiency of storage and shipping tasks. These are, however some of the most monotonous, heavy and laborious tasks in the factory. Therefore many types of robot palletizing systems have been developed, but many robot motion commands still depend on the teaching pendent. That is, an operator inputs the motion command lines one by one. It is very troublesome, and most of all, the user must know how to type the code. That is why we propose a new GUI (Graphic User Interface) Palletizing System. To cope with this issue, we proposed a 'PLP' (Pallet Loading Problem) algorithm, Fast Algorithm and realize 3D auto-patterning visualization interface. Finally, we propose the robot palletizing simulator. Internally, the schematic of this simulator is as follows. First, an user inputs the physical information of object. Second, simulator calculates the optimal pattern for the object and visualizes the result. Finally, the calculated position data of object is passed to the robot simulator. To develop the robot simulator, we use an articulated robot, and analyze the kinematics and dynamics. Especially, All problem including thousands of boxes were completely calculated in less than 1 second and resulted in optimal solutions by the Fast Algorithm.

Development of a Serious Game using EEG Monitor and Kinect (뇌파측정기와 키넥트를 이용한 기능성 게임 개발)

  • Jung, Sang-Hyub;Han, Seung-Wan;Kim, Hyo-Chan;Kim, Ki-Nam;Song, Min-Sun;Lee, Kang-Hee
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.189-198
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    • 2015
  • This paper is about a serious game controlled by EEG and motion capture. We developed our game for 2 users competitive and its method is as follows. One player uses a controlling interface using EEG signals based on the premise that the player's facial movements are a depiction of the player's emotion and intensity throughout the game play. The other player uses a controlling interface using kinect's motion capture technology which captures the player's vertical and lateral movements as well as state of running. The game shows the first player's EEG as a real-time graphic along the map on the game screen. The player will then be able to pace himself based on these visualization graphics of his brain activities. This results in higher concentration for the player throughout the game for a better score in the game. In addition, the second player will be able to improve his physical abilities since the game action is based on real movements from the player.

A Study on Digitalization of Fashion Textile Design - A Study of Fashion Textile CAD Design According to Digitalization - (패션텍스타일 디자인의 디지털화 연구 -디지털화에 따른 패션텍스타일 CAD디자인의 활용가치 연구-)

  • 강혜승;권민희
    • Archives of design research
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    • v.17 no.1
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    • pp.289-298
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    • 2004
  • With the advance of digital technology, development of exclusive CAD system for fashion textile that may suggest the future of fashion textile industry is increasingly accelerated. To build up the foundation of digital culture, it is required for fashion textile industry to develop goods with high value added and make rapid change of production system, and actually, exclusive programs are being developed to meet with the desire. Present study considers the vicissitude of fashion textile and the composition and characteristics of design system, and compares and analyses a variety of design developments of digital fashion textile. And it systemizes the expansion and change of creative digital pattern designs that are developed differing from existing graphic program, the expression of suitable textile texture, and the simulation effect by three-dimension modeling. By separating the usage of CAD system for fashion textile into designing and producing aspects, it also focuses on increasing the usage of exclusive CAD system for fashion textile.

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VDT작업대 설계의 인간공학적 연구

  • 권영국;이성렬;민재형
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1992.04b
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    • pp.581-591
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    • 1992
  • 최근 급속한 사무자동화와 함께 컴퓨터의 사용이 보편화되어 가지고 있다. 이에 따라 컴퓨터등 VDT에 매달려 일하는 사무직 근로자들이 시력장해, 두통, 어깨결림, 요통, 스트레스성 장애등 새로운 질병에 시달리고 있다. 이것은 "VDT증후군"(Visual Display Terminal Syndrome) 또는 "VDT병"이란 신종 직업병이다. 컴퓨터 수상기 화면을 계속해서 들여다보면 화면에서 나오는 자외선과 강한 빛으로 눈에 무리가 와 충혈되고 침침해지며 두통 증세가 나타난다. 이런 초기증상이 6개월이상 계속되면 시력이 떨어지고 만성피로를 느끼는가 하면, 때때로 독감과 비슷한 증상이 나타나며, 심하면 탈모현상까지 경험하게 된다. 요즘 시행되고 있는 초등 고교 컴퓨터교육의 의무화와 2천년대의 1가구 1단말기 설치를 목표로한 컴퓨터 영상단말기의 급속한 보급으로, 앞으로는 사무실뿐만 아니라 일반 가정에까지 컴퓨터 이용이 일상화될 전망이고 보면 VDT작업에 따른 건강장해 문제는 더이상 가볍게 볼 수 없는 문제이다. 이에 대해 선진국에서는 작업시간 규제, 회사가 종업원의 정기적인 시력검진 및 시력교정에 필요한 비용을 보조하도록 하는가하면 실작업환경 개선등 다각적인 대책을 마련하고 있다. 미국, 유럽, 일본등 선진국에서는 VDT작업 여성들의 유산 및 기형아 출산등 임신이상에 관한 실태보고서까지 나오고 있어 여성들에게 커다란 충격을 던져주고 있다. 그러나 우리나라에서는 VDT병 증상을 호소하는 근로자들의 직업병예방 및 대책에 큰 어려움을 겪고있다. 그러므로, VDT작업으로 인한 건강상의 문제, 작업환경 및 작업자세등을 조사하여 문제점과 예방대책을 살펴보고, 작업장을 인간공학적으로 설계하고 평가하여 사용자의 건강을 보호하고 생산성의 향상에 도움이 되고자 한다.생산성의 향상에 도움이 되고자 한다.Action Code를 계산처리부로 넘겨준다. 입력처리부에서는 Mouse와 Keyboard 어느것으로나 입력이 가능하도록 해준다. 출력처리부에서는 Action Code에 따라 계산처리부에서 계산된 결과를 화면에 보여주기 위한 각종 2D/3D Graphic Routine들이 포함되어있어 계산처리부에서 불러쓰도록 되어있다.에서는 전문가시스템 기법을 도입해서 사출금형 공정계획전문가의 지식과 경험을 획득하여 지식베이스를 구축하고, 전문가시스템 셀(shell)중 CLIPS를 이용하여 자동공정계획시스템인 Mold CAPP을 개발하였다.PP을 개발하였다.며 이와 상이한 결과도 보여주고 있다. 이상으로 볼 때 1) 가정하수의 질을 높이기 위하여 분뇨정화조 의 효율증대 2) 산업폐수의 공정별 폐수량의 조절 및 폐수성 상에 따른 총량규제에 대비한 효율증대 3) 하천의 오염부하와 자정능력 최대한 부여 4) 폐수처리를 위한 미생물제개발 및 오염지표 종 연구와 오염내성 생물의 연구등이 종합적 으로 수행되어야 한다. 5) 이상의 모든 조사와 연구결과를 객관적으로 표기할 수 있도록 하천의 이정표가 정해져야 하겠다.7%)에 비해 유의하게 낮았고 정상군과는 유의한 차이를 보이지 않았다.상고나성이 있었다. 혈중 호모시스테인 농도는 질병의 위험요인으로서 뿐 아니라 대사적으로 밀접하게 연관된 비타민 영양상태의 biomarker로서도 그 영향력이 크다고 할 수 있다. 따라서 성별에 다른 다양한 연령집단에서 건강한 일반인과 심혈관계 질환자 등을 대상으로 호모시스테인과 비타민 영양상태에 대한 연구가 체계적으로 이루어 져야 할 것이다.태를 보다 효율적으로 증진시킬 수 있는 대안이 마련되어져야 한다고 사료된다.$\ulcorner$순응$\lrcorner$의 범위를 벗어나지 않는다. 그렇기 때문에도

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Research on Types of Visual Rhythmic Sense in Typography (타이포그래피의 시각적 리듬감 유형 연구)

  • Jung, Yu-Kyung
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.143-154
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    • 2005
  • Typography in visual communication design is 'potential form' hidden within a space. Showing rhythm in typography is making 'aesthetic sense' in a graphic which has formative characteristics, the way of expression is very important. When the rhythm is recognized through visual stream, Rhythmic Sense is formed. The research will present a new form of the Visual Rhythmic Sense by analyzing typography works out positively. First of all, I researched works done by Fillippo Marinetti, Robert Massin, Wolfgang Weingart, and David Carson for their vigorous experimentalism in typography in forming visual rhythm. I used S.D. Scale method to analyze characteristics of visual image and VARIMAX for factor analysis reaching types of visual rhythm, which could be classified as following. (1) Synesthesia Rhythmic Sense (R-synesthesia) means that the senses are conveyed through 'visualization of auditory sense' and 'visualization of touch' (2) Simultaneous Rhythmic Sense (R-simultaneity) means that the time and space co-exist in one plane. (3) Connective Rhythmic Sense(R-connection) means that different factors (Within one plane) co-exist interacting with one another and creating a unified impression through such a process. (4) Artist Oriented Rhythmic Sense ($-artist) means that the artist interprets the content subjectively and expresses his/her impression, thereby, attracting a gaze of audience systematically and arbitrarily. (5) Reader Oriented Rhythmic Sense(R-reader) avoids the existing legibility formed through aggressive engagement of the reader.

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A Study on Realistic Interface Elements for Improving the Flow in Screen Golf (스크린골프의 몰입 향상을 위한 실감 인터페이스 요소 연구)

  • Doo, Kyungil
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.71-77
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    • 2021
  • Screen Golf provides a more realistic interface to users by implementing sophisticated sensors and 3D graphics so that they can play golf in an environment almost identical to the actual golf course, to provide a sense of reality that goes beyond simply enjoying golf indoors. In addition, users who experienced this interface environment showed a tendency to feel the fun of golf more and become more immersed in golf. Therefore, it is most important to provide an effective realistic interface in screen golf. In this study, the meaning of screen golf as a tangible sport and various interface elements embodied in screen golf were summarized. Also the factors that enable users to feel reality and fun of actual golf to make users more immersed in screen golf were identified. For this, interface elements based on sensory elements were arranged in terms of visual, auditory, and tactile sense, and improvement plans and directions for providing effective sensory interfaces for screen golf were suggested through user FGI, targeting regular customers of Golfzone and KakaoVX screen golf, and in-depth interviews with experts. As a result of the analysis, it was confirmed that the course information including the yardage and the play situation-directed graphic are elements that make immersion in the visual aspect. In terms of tactile aspect, the fact that users actually use golf equipment, as well as the sense of existence of a physical interface that embodies various course environments and course setting appeared to be an important factor. In particular, in the auditory aspect, it was confirmed that providing customized services for each user through AI caddy implemented to resemble a actual caddy is the most effective way to immerse users in screen golf with greater fun and realism.

A Study on the Development of Board Games in 'Nonsan, Finding Lost Treasure' ('논산, 잃어버린 보물을 찾아서' 보드게임 개발 연구)

  • Lim, Ji-Won;Hwang Bo, Hyung-Ho;Lee, Gi-Yeon;Song, A-Reum;Kim, Kyu-Rim;Kim, Byung-Kuk
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.457-464
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    • 2021
  • This study is a study on the development of board games using local cultural contents. As a prior study related to this study, basic research on board game development, research on cultural products based on cultural heritage, and storytelling development research using local cultural and tourism resources were considered. Among them, for the main purpose of board games and development process, discussions were conducted on the research methodology of Lee Dae-woong and Oh Seung-taek (2004). As a result, it was possible to successfully proceed with planning meetings, proposal preparation, board game design, board game 3D graphic production process, and prototype development. What is peculiar is that characters (dried persimmons, strawberries, jujube, and salted seafood) containing Nonsan's unique regional characteristics were searched and utilized. In addition, major cultural heritages such as Donamseowon Confucian Academy and Gwanchoksa Temple, designated as Nonsan-si cultural properties, were combined with important treasure hunt contents of board games to enhance interest and education at the same time. The theme of this paper, Nonsan, Finding Lost Treasure, is a new educational alternative that can solve the problems of computer games, and has the advantage of having the nature of community leisure play, not individual play. Based on this board game development research in the future, we intend to expect the results of game production using cultural elements from other regions.

An Atlas Generation Method with Tiny Blocks Removal for Efficient 3DoF+ Video Coding (효율적인 3DoF+ 비디오 부호화를 위한 작은 블록 제거를 통한 아틀라스 생성 기법)

  • Lim, Sung-Gyun;Kim, Hyun-Ho;Kim, Jae-Gon
    • Journal of Broadcast Engineering
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    • v.25 no.5
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    • pp.665-671
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    • 2020
  • MPEG-I is actively working on standardization on the coding of immersive video which provides up to 6 degree of freedom (6DoF) in terms of viewpoint. 3DoF+ video, which provides motion parallax to omnidirectional view of 360 video, renders a view at any desired viewpoint using multiple view videos acquisitioned in a limited 3D space covered with upper body motion at a fixed position. The MPEG-I visual group is developing a test model called TMIV (Test Model for Immersive Video) in the process of development of the standard for 3DoF+ video coding. In the TMIV, the redundancy between a set of input view videos is removed, and several atlases are generated by packing patches including the remaining texture and depth regions into frames as compact as possible, and coded. This paper presents an atlas generation method that removes small-sized blocks in the atlas for more efficient 3DoF+ video coding. The proposed method shows a performance improvement of BD-rate bit savings of 0.7% and 1.4%, respectively, in natural and graphic sequences compared to TMIV.