• Title/Summary/Keyword: 3D Software

Search Result 2,311, Processing Time 0.031 seconds

Implementation of 3D Virtual Experience software for an Environment Education (환경교육을 위한 3D 가상체험 소프트웨어의 구현)

  • Kim, Yong-Hwan
    • Proceedings of the KAIS Fall Conference
    • /
    • 2010.05a
    • /
    • pp.552-554
    • /
    • 2010
  • 본 논문에서는 환경교육용 3D 가상체험 소프트웨어를 설계하여 도시화, 국토개발 등으로 인해 변해가는 자연환경을 3D MAX 와 QUEST 프로그램을 통해 옛 조선시대의 주거 및 자연환경을 가상현실로 재현한다. 본 논문에서 설계된 3D 가상체험 소프트웨어의 설계를 통하여 우리의 주거 및 자연환경 보호를 실천할 수 있도록 도움을 주는 데에 그 목적이 있다.

  • PDF

Implementation of 3D Virtual Experience software for an Environment Education (환경교육을 위한 3D 가상체험 소프트웨어의 구현)

  • Lee, Keun-Wang;Kim, Yong-Hwan
    • Proceedings of the KAIS Fall Conference
    • /
    • 2008.05a
    • /
    • pp.101-103
    • /
    • 2008
  • 본 논문에서는 환경교육용 3D 가상체험 소프트웨어를 설계하여 도시화, 국토개발 등으로 인해 변해가는 자연환경을 3D MAX 와 QUEST 프로그램을 통해 옛 조선시대의 주거 및 자연환경을 가상현실로 재현한다. 본 논문에서 설계된 3D 가상체험 소프트웨어의 설계를 통하여 우리의 주거 및 자연환경보호를 실천할 수 있도록 도움을 주는 데에 그 목적이 있다.

  • PDF

Development of an Authoring Tool to Create Interactive 3D Convergence Contents for Smart Learning (스마트교육을 위한 인터랙티브 3D 융합콘텐츠 저작도구 개발)

  • Roh, Chang Hyun;Kim, Byung-Cheol
    • Journal of Digital Contents Society
    • /
    • v.17 no.5
    • /
    • pp.401-407
    • /
    • 2016
  • In the smart education era, it is crucial for the teacher to make lecture materials in the form of 3D convergence contents for themselves. In this study, we developed an interactive authoring tool to create 3D convergence contents for the teacher. The proposed system was implemented based on a commercial 3D engine for practicality. To evaluate the usability of the tool, we conducted a satisfaction survey of a focus group. As a result, we concluded that the proposed authoring tool was useful to create desired contents but rather complicated to use due to the text-based script editor. In the following research we will improve the editor so that it can be used in a more intuitive manner.

Best Practices on Improving the Virtual Reality (VR) Content Development Process with EPIC's Unreal Engine

  • Kong, Ji Hoon;Kim, Ki Du;Kim, R. Young Chul
    • International Journal of Advanced Culture Technology
    • /
    • v.9 no.4
    • /
    • pp.417-423
    • /
    • 2021
  • Recently, in the Game industries, they are increasing to use of game engines to reduce the development cost of 3D content and software. In particular, Unreal Engine provides a blueprint visual scripting function that enables software production without programming (coding). Although High-end video content can be produced, the problem is that content development is complicated and requires advanced manpower. To solve this problem, we propose an optimized VR game context process. This is because 1) a Blueprint visual script is used, 2) VR games with various interactions can be produced, 3) Non-majors in the software field (or groups) can develop advanced content. In various related industries such as defense, medical care, manufacturing, and construction, we may easily develop any game content without programming with our refined VR rhythm action game development process. We expect to reduce the development cost with the process advantages in the game industries.

Development of a Remote Wheelchair Accessibility Assessment System Using Virtualized Reality Technology (가상현실기술을 이용한 원격휠체어접근성평가시스템의 개발)

  • Kim, Jong-Bae
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02a
    • /
    • pp.33-39
    • /
    • 2006
  • Home modification has come to be recognized as an important intervention strategy to manage health care conditions, maintain or improve functioning, ensure safety, and reduce the wheelchair user's dependency on others. However, the availability of skilled professionals with experience in home modifications for accessibility is limited. A system that enables accurate remote assessments would be an important tool to improve our ability to perform home assessments more easily and at decreased cost. A Remote Wheelchair Accessibility Assessment System (RWAAS) using Virtualized Reality(VR) technology was developed that enabled clinicians to assess the wheelchair accessibility of users' built environments from a remote location. Characteristics of the camera and 3D reconstruction program chosen for the system significantly affect its overall reliability. In this study, we performed two reliability analyses on the hardware and software components: 1) Verification that commercial software can construct sufficiently accurate 3D models by analyzing the accuracy of dimensional measurements in a virtualized environment; 2) comparison of dimensional measurements with four camera settings. Based on these two analyses, we were able to specify a consumer level digital camera and the Photomodeler Pro software for this system. And we then tested the feasibility of the selected software and hardware in an actual environment. Lastly, A field evaluation was performed to test whether this new system is comparable to the traditional method of accessibility assessment to evaluate its ability to assess the accessibility of a wheelchair user's typical built environment. The results of field trials showed high congruence between the assessments by two methods. Findings suggested that the RWAAS assessments have the potential to enable specialists to assess potential accessibility problems in built environments regardless of the location of the client, home, or specialist.

  • PDF

A Study on Synthetic Techniques Utilizing Map of 3D Animation - A Case of Occlusion Properties (오클루전 맵(Occlusion Map)을 활용한 3D애니메이션 합성 기법 연구)

  • Park, Sung-Won
    • Cartoon and Animation Studies
    • /
    • s.40
    • /
    • pp.157-176
    • /
    • 2015
  • This research describes render pass synthetic techniques required to use for the effectiveness of them in 3D animation synthetic technology. As the render pass is divided by property and synthesized after rendering, elaborate, rapid synthesis can be achieved. In particular, occlusion pass creates a screen as if it had a soft, light shading, expressing a sense of depth and boundary softness. It is converted into 2D image through a process of pass rendering of animation projects created in 3D space, then completed in synthetic software. Namely, 3D animation realizes the completeness of work originally planned through compositing, a synthetic process in the last half. To complete in-depth image, a scene manufactured in 3D software can be sent as a synthetic program by rendering the scene by layer and property. As recently the occlusion pass can express depth notwithstanding conducting GI rendering of 3D graphic outputs, it is an important synthetic map not omitted in the post-production process. Nonetheless, for the importance of it, currently the occlusion pass leaves much to be desired for research support and books summarizing and analyzing the characteristics of properties, and the principles and usages of them. Hence, this research was aimed to summarize the principles and usages of occlusion map, and analyze differences in the results of synthesis. Furthermore, it also summarized a process designating renderers and the map utilizing the properties, and synthetic software usages. For the future, it is hoped that effective and diverse latter expression techniques will be studied beyond the limitation of graphic expression based on trends diversifying technique development.

The elimination of the linear artifacts by the metal restorations in the three dimensional computed tomographic images using the personal computer and software (개인용 컴퓨터와 소프트웨어를 이용한 3차원 전산화단층영상에서의 금속 수복물에 의한 선상 오류의 제거)

  • Park Hyok;Lee Hee-Cheol;Kim Kee-Deog;Park Chang-Seo
    • Imaging Science in Dentistry
    • /
    • v.33 no.3
    • /
    • pp.151-159
    • /
    • 2003
  • Purpose: The purpose of this study is to evaluate the effectiveness and usefulness of newly developed personal computer-based software to eliminate the linear artifacts by the metal restorations. Materials and Methods: A 3D CT image was conventionally reconstructed using ADVANTAGE WINDOWS 2.0 3D Analysis software (GE Medical System, Milwaukee, USA) and eliminated the linear artifacts manually. Next, a 3D CT image was reconstructed using V-works 4.0/sup TM/(Cybermed Inc., Seoul, Korea) and the linear artifacts eliminated manually in the axial images by a skillful operator using a personal computer. A 3D CT image was reconstructed using V-works 4.0/sup TM/(Cybermed Inc., Seoul, Korea) and the linear artifacts were removed using a simplified algorithm program to eliminate the linear artifacts automatically in the axial images using a personal computer, abbreviating the manual editing procedure. Finally, the automatically edited reconstructed 3D images were compared to the manually edited images. Results and Conclusion: We effectively eliminated the linear artifacts automatically by this algorithm, not by the manual editing procedures, in some degree. But programs based on more complicated and accurate algorithms may lead to a nearly flawless elimination of these linear artifacts automatically.

  • PDF

Analysis of Applicability of Orthophoto Using 3D Mesh on Aerial Image with Large File Size (대용량 항공영상에 3차원 메시를 이용한 정사영상의 적용성 분석)

  • Kim, Eui Myoung;Choi, Han Seung;Park, Jeong Hun
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
    • /
    • v.35 no.3
    • /
    • pp.155-166
    • /
    • 2017
  • As the utilization of aerial images increases, a variety of software using unmanned aerial photogrammetric procedures as well as traditional aerial photogrammetric procedures are being provided. Previously, software that used the unmanned aerial photogrammetric procedure was used for images captured in small areas. Recently, however, software that uses unmanned aerial photogrammetric procedures for large-scale images taken by using aerial photogrammetric cameras has appeared. Therefore, this study generated ortho-images using aerial photogrammetry and unmanned aerial photogrammetry for large aerial images, and compared the features of both procedures through qualitative and quantitative comparisons. Experiments in the study area show that using the 3D mesh effectively removes the relief displacement of the building rather than using the digital surface model to generate ortho-images.

Virtual Reality and 3D Printing for Craniopagus Surgery

  • Kim, Gayoung;Shim, Eungjune;Mohammed, Hussein;Kim, Youngjun;Kim, Yong Oock
    • Journal of International Society for Simulation Surgery
    • /
    • v.4 no.1
    • /
    • pp.9-12
    • /
    • 2017
  • Purpose Surgery for separating craniopagus twins involves many critical issues owing to complex anatomical features. We demonstrate a 3D printed model and virtual reality (VR) technologies that could provide valuable benefits for surgical planning and simulation, which would improve the visualization and perception during craniopagus surgery. Material & Methods We printed a 3D model extracted from CT images of craniopagus patients using segmentation software developed in-house. Then, we imported the 3D model to create the VR environment using 3D simulation software (Unity, Unity Technologies, CA). We utilized the HTC Vive (HTC & Valve Corp) head-mount-display for the VR simulation. Results We obtained the 3D printed model of craniopagus patients and imported the model to a VR environment. Manipulating the model in VR was possible, and the 3D model in the VR environment enhanced the application of user-friendly 3D modeling in surgery for craniopagus twins. Conclusion The use of the 3D printed model and VR has helped understand complicated anatomical structures of craniopagus patients and has made communicating with other medical surgeons in the field much easier. Further, interacting with the 3D model is possible in VR, which enhances the understanding of the craniopagus surgery as well as the success rate of separation surgery while providing useful information on diagnosing and surgery planning.

Traditional Software Development for WLAN Propagation Model

  • Ibrahim Anwar Hassan;Ismail Mahamod;Jumari Kasmiran;Kiong Tiong Sieh
    • Journal of Electrical Engineering and Technology
    • /
    • v.2 no.1
    • /
    • pp.123-128
    • /
    • 2007
  • SPWPM traditional software development is surveyed and essential problems are investigated on the basis of system wireless link considerations. This paper presents the current state software planning tools for wireless LAN link optimization. The software directory is based on combination of MatLab and MapInfo software and measurement which gives the best grouping parameters to build up the software development. Among the requirements assumed, the WLAN site selections must be Line-of-sight (LOS) or near line of sight (NLOS) field strength prediction for either point to point or point to multi points. The results obtainable the out put of the program include two-dimensional (2D) and three dimensional (3D) plots for creating the link; design parameters through GUI representing the height and location for each antenna is depending on K-factor of the area and transmit antenna location.