• Title/Summary/Keyword: 3D Menu

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A study on Interpretating Japanese Menus (일식메뉴 해설에 관한 연구 I)

  • 송청락
    • Culinary science and hospitality research
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    • v.4
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    • pp.211-224
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    • 1998
  • This study is research about coinage and interpretation of Japanese Menus in luxury hotels in Seoul. Japanese Menus consist of three categories. These can be expressed A+B+C groupings. A represents Ingredients, C represents the cooking method, while B shows the name of a region(B1), the seasoning(B2), and a word that expresses the shape of the food(B3), etc. B can be flexible in meaning. However, the setting, A+B+C, is not always used strictly for these category meanings. Ingredients, A, is sometimes used independently(ex, ぃくとろろ), and at other times B1 + C, B2 + C or B3 + C are used. Sometimes A+C is used without B. The most general expression is Ingredients + the method for cooking(A+C Type). By knowing the menu description the food type and cooking method can be discovered. Most concrete method is Ingredients + procedure for seasoning + cooking method(A+B2+C Type) show how something is made and what kind of seasoning. This method is frequently used for roasted dishes with seasoning. Food which is expressed by A, Ingredients, does not require a complicated cooking process and is fixed by a conventional cooking process without any explanation ; delicacies(珍味), an hors d'oeuvres(前菜), sushi(Japanese vinegared rice delicacies) and sliced raw fish. There are two obstacles in interpreting Japanese Menus. First, we cannot look up the menu words easily in a dictionary because the mixing of Chinese Characters and the pronunciation of them differs from Korean chinese characters. Secondly, the names of Japanese food are inserted with a name of a place or another symbolic word, so they sometimes cannot be translated. We should offer various and accurate information for foreign customers because various Non-Japanese people use these restaurants frequently. This will enable them to enjoy themselves more comfortably. Therefore, you should decide the words carefully and provide an explanation about the complicated parts of the Menu when you work with Menu copywriter.

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An Interface Technique for Avatar-Object Behavior Control using Layered Behavior Script Representation (계층적 행위 스크립트 표현을 통한 아바타-객체 행위 제어를 위한 인터페이스 기법)

  • Choi Seung-Hyuk;Kim Jae-Kyung;Lim Soon-Bum;Choy Yoon-Chul
    • Journal of KIISE:Software and Applications
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    • v.33 no.9
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    • pp.751-775
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    • 2006
  • In this paper, we suggested an avatar control technique using the high-level behavior. We separated behaviors into three levels according to level of abstraction and defined layered scripts. Layered scripts provide the user with the control over the avatar behaviors at the abstract level and the reusability of scripts. As the 3D environment gets complicated, the number of required avatar behaviors increases accordingly and thus controlling the avatar-object behaviors gets even more challenging. To solve this problem, we embed avatar behaviors into each environment object, which informs how the avatar can interact with the object. Even with a large number of environment objects, our system can manage avatar-object interactions in an object-oriented manner Finally, we suggest an easy-to-use user interface technique that allows the user to control avatars based on context menus. Using the avatar behavior information that is embedded into the object, the system can analyze the object state and filter the behaviors. As a result, context menu shows the behaviors that the avatar can do. In this paper, we made the virtual presentation environment and applied our model to the system. In this paper, we suggested the technique that we controling an the avatar control technique using the high-level behavior. We separated behaviors into three levels byaccording to level of abstract levelion and defined multi-levellayered script. Multi-leveILayered script offers that the user can control avatar behavior at the abstract level and reuses script easily. We suggested object models for avatar-object interaction. Because, TtThe 3D environment is getting more complicated very quickly, so that the numberss of avatar behaviors are getting more variableincreased. Therefore, controlling avatar-object behavior is getting complex and difficultWe need tough processing for handling avatar-object interaction. To solve this problem, we suggested object models that embedded avatar behaviors into object for avatar-object interaction. insert embedded ail avatar behaviors into object. Even though the numbers of objects areis large bigger, it can manage avatar-object interactions by very efficientlyobject-oriented manner. Finally Wewe suggested context menu for ease ordering. User can control avatar throughusing not avatar but the object-oriented interfaces. To do this, Oobject model is suggested by analyzeing object state and filtering the behavior, behavior and context menu shows the behaviors that avatar can do. The user doesn't care about the object or avatar state through the related object.

Surface Deformation by using 3D Target Curve for Virtual Spatial Design (가상 공간 디자인을 위한 3차원 목표곡선을 이용한 곡면 변형)

  • Kwon, Jung-Hoon;Lee, Jeong-In;Chai, Young-Ho
    • Journal of KIISE:Software and Applications
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    • v.33 no.10
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    • pp.868-876
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    • 2006
  • 2D input data have to be converted into 3D data by means of some functions and menu system in 2D input modeling system. But data in 3D input system for virtual spatial design can be directly connected to the 3D modeling data. Nevertheless, efficient surface modeling and deformation algorithm for the 3D input modeling system are not proposed yet. In this paper, problems of conventional NURBS surface deformation methods which can occur when applied in the 3D input modeling system are introduced. And NURBS surface deformation by 3D target curves, in which the designer can easily approach, are suggested. Designer can efficiently implement the virtual spatial sketching and design by using the proposed deformation algorithm.

Augmented Reality Game Interface Using Hand Gestures Tracking (사용자 손동작 추적에 기반한 증강현실 게임 인터페이스)

  • Yoon, Jong-Hyun;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.3-12
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    • 2006
  • Recently, Many 3D augmented reality games that provide strengthened immersive have appeared in the 3D game environment. In this article, we describe a barehanded interaction method based on human hand gestures for augmented reality games. First, feature points are extracted from input video streams. Point features are tracked and motion of moving objects are computed. The shape of the motion trajectories are used to determine whether the motion is intended gestures. A long smooth trajectory toward one of virtual objects or menus is classified as an intended gesture and the corresponding action is invoked. To prove the validity of the proposed method, we implemented two simple augmented reality applications: a gesture-based music player and a virtual basketball game. In the music player, several menu icons are displayed on the top of the screen and an user can activate a menu by hand gestures. In the virtual basketball game, a virtual ball is bouncing in a virtual cube space and the real video stream is shown in the background. An user can hit the virtual ball with his hand gestures. From the experiments for three untrained users, it is shown that the accuracy of menu activation according to the intended gestures is 94% for normal speed gestures and 84% for fast and abrupt gestures.

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Analysis of Cyclomatic Complexity for Web Application (웹 어플리케이션의 순환복잡도 분석)

  • Park, Chul;Yoo, Haey-Oung
    • The KIPS Transactions:PartD
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    • v.11D no.4
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    • pp.865-872
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    • 2004
  • Web applications have different structural characteristics from conventional applications with the structural language or object-oriented language or 4GL. A web application typically consists of server-side script elements which run on web sewers, client-side script elements which run on the client web-browser, HTML elements that contains context. Therefore web applications developer concurrently uses 3 or more development language. Cyclomatic Complexity for Web Application(CCWA) metrics reflected composite complexity of each element. In this paper, we applied cyclomatic complexity for web application metrics with Complexity level indicator to web application. We applied it to 10 web applications that were developed in practical business. High complexity web applications classify into four type(MENU, FORM, CTRL, GEN). This paper has contributed to practical use of engineering approach for web application.

Development of Worksheet Program for HAZOP (HAZOP 전용 워크쉬트 프로그램 개발)

  • Yoon I. K.;Ha J. M.;Han J. M.;Lee J. H.
    • Journal of the Korean Institute of Gas
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    • v.3 no.1
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    • pp.41-47
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    • 1999
  • Recently, HAZOP has been used as one of the most effective way of qualitative risk assessment for plant industries. However, this technique requires much man labor to be successfully performed. This fact enables the adequate HAZOP worksheet program to help speeding up the procedure and managing the data of analysis. Based on the experience of HAZOP carrying out, the authors focused the purpose of this study on developing a useful and comfortable HAZOP worksheet program. The unique characteristics of developed program are the menu window expressed in common steps of HAZOP, versatile edit functions, and search menu for investigating the scenario data. The tendency analysis for existing HAZOP results was performed to validate the usefulness of the developed program.

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Study on Dish and Dining Table Development for Healing Foods Using Local Products -Focus on Forest Healing Tourism at Mount Chungnyeong, Jangseong- (지역 특산식품을 활용한 치유음식 메뉴 및 상차림 개발 -장성군 축령산 산림치유관광을 중심으로-)

  • Park, Yeon Jin
    • The Korean Journal of Community Living Science
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    • v.28 no.3
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    • pp.415-428
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    • 2017
  • The purpose of this research was to develop healing food dishes for the vitalization of forest healing tourism in agricultural areas by enhancing satisfaction of food experiences by visitors to Mount Chungnyeong, Jangseong. Results from site visitation by three professors from food-related departments, association opinions, Jangseong-gun policies, and research materials relating to healing foods were applied for the preparatory experimental cooking, and the final dishes were selected through a food demonstration event. As a result of observation during the site visitation, the main dishes of the subject restaurant appeared to be limited to Samchae Bibimbap, Samchae Ddeokgabi, and Korean set menu items, revealing a limited selection for tourists and referencing a failure to induce customer attraction and long-term stay. Development of a menu conforming to the image of forest healing at Mount Chungnyeong is desperately needed. As a result of applying the results of the surveys from visitors to Mount Chungnyeong, the types of dishes preferred appeared to be Korean table d'hote and Bibimbap, and pork was preferred as the $entr{\acute{e}}e$. The characteristics of preferred dishes appeared to be based on tradition and regionality. Thus, Forest Healing Savory Dish, Yellow Health Dish, and Samchae Kalguksu applying the policy direction of the Yellow City, Jangseong-gun and the image of Jangseong-gun based on Confucianism were developed. Tourists may further enhance the effectiveness of forest healing through foods based on dishes by adding traditional taste using seasonal food ingredients and local specialties, which can contribute to the vitalization of forest healing tourism.

Development of A Software Tool for Supporting Metal Mold Design Based on The Pro/E CAD System (프로엔지니어(Pro/E) 기반 금형설계 지원 소프트웨어 툴 개발)

  • You, Ho-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.3
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    • pp.1014-1020
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    • 2012
  • This paper focuses on the development of a supporting S/W tool that can minimize designer's manual operations and errors in metal mold design based on a 3D solid model. The scope in this work includes the offset surface modeling, the computation of the padding force, the generation of material table, the decision of hole position, the estimation of the size of raw material, which are the essential parts of press die and mold design in automotive industry. The proposed system has been developed as a plug-in type using Pro/E API and Visual C++ in order to put the system into the menu functions of Pro/E which is one major 3D CAD systems in the manufacturing industry.

Development of Men's suit Easy-Order Prototype using Cyber Fitting 3D Avatar (Cyber Fitting형 3D 아바타를 활용한 신사복 이지오더(Easy-Order) 프로토타입(Prototype) 개발)

  • Lim, Ji-Young
    • Fashion & Textile Research Journal
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    • v.11 no.2
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    • pp.308-314
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    • 2009
  • In creating an avatar, consumers can find out for themselves their own sizes to be entered. Also, putting in a face creation main-page menu option enables clients to make up their faces and match them to their bodies. Through this process when purchasing clothes through the internet consumers can enter their own body sizes and create avatars that are identical to their body shape. The uniqueness of developed prototype is that it creates an avatar similar to one's body shape according to body size inputs and demonstrates visually to customers the on-line comfort test which was only available off-line traditionally. The avatar follows the movement of mouse from left to right which enables 3 dimensional visualization. Through maximizing the visual effect this research focuses on enabling consumers to feel subjective parts as if they are off-line. This study seeks to provide a type of prototype of an online shopping mall that meets the demand of the consumers using the 3D avatar.

Cubic Tangible User Interface Development for Mobile Environment (모바일 환경을 위한 큐빅형 텐저블 사용자 인터페이스 개발)

  • Ok, Soo-Yol
    • Journal of the Korean Society for Precision Engineering
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    • v.26 no.10
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    • pp.32-39
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    • 2009
  • Most mobile devices provide limited input interfaces in order to maximize the mobility and the portability. In this paper, the author proposes a small cubic-shaped tangible input interface which tracks the location, the direction, and the velocity using MEMS sensor technology to overcome the physical limitations of the poor input devices in mobile computing environments. As the preliminary phase for implementing the proposed tangible input interface, the prototype design and implementation methods are described in this paper. Various experiments such as menu manipulation, 3-dimensional contents control, and sensor data visualization have been performed in order to verify the validity of the proposed interface. The proposed tangible device enables direct and intuitive manipulation. It is obvious that the mobile computing will be more widespread and various kinds of new contents will emerge in near future. The proposed interface can be successfully employed for the new contents services that cannot be easily implemented because of the limitation of current input devices. It is also obvious that this kind of interface will be a critical component for future mobile communication environments. The proposed tangible interface will be further improved to be applied to various contents manipulation including 2D/3D games.