• Title/Summary/Keyword: 3D spatial interaction

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Evaluations of Spectral Analysis of in vitro 2D-COSY and 2D-NOESY on Human Brain Metabolites (인체 뇌 대사물질에서의 In vitro 2D-COSY와 2D-NOESY 스펙트럼 분석 평가)

  • Choe, Bo-Young;Woo, Dong-Cheol;Kim, Sang-Young;Choi, Chi-Bong;Lee, Sung-Im;Kim, Eun-Hee;Hong, Kwan-Soo;Jeon, Young-Ho;Cheong, Chae-Joon;Kim, Sang-Soo;Lim, Hyang-Sook
    • Investigative Magnetic Resonance Imaging
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    • v.12 no.1
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    • pp.8-19
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    • 2008
  • Purpose : To investigate the 3-bond and spatial connectivity of human brain metabolites by scalar coupling and dipolar nuclear Overhauser effect/enhancement (NOE) interaction through 2D- correlation spectroscopy (COSY) and 2D- NOE spectroscopy (NOESY) techniques. Materials and Methods : All 2D experiments were performed on Bruker Avance 500 (11.8 T) with the zshield gradient triple resonance cryoprobe at 298 K. Human brain metabolites were prepared with 10% $D_2O$. Two-dimensional spectra with 2048 data points contains 320 free induction decay (FID) averaging. Repetition delay was 2 sec. The Top Spin 2.0 software was used for post-processing. Total 7 metabolites such as N-acetyl aspartate (NAA), creatine (Cr), choline (Cho), lutamine (Gln), glutamate (Glu), myo-inositol (Ins), and lactate (Lac) were included for major target metabolites. Results : Symmetrical 2D-COSY and 2D-NOESY pectra were successfully acquired: COSY cross peaks were observed in the only 1.0-4.5 ppm, however, NOESY cross peaks were observed in the 1.0-4.5 ppm and 7.9 ppm. From the result of the 2-D COSY data, cross peaks between the methyl protons ($CH_3$(3)) at 1.33 ppm and methine proton (CH(2)) at 4.11 ppm were observed in Lac. Cross peaks between the methylene protons (CH2(3,$H{\alpha}$)) at 2.50ppm and methylene protons ($CH_2$,(3,$H_B$)) at 2.70 ppm were observed in NAA. Cross peaks between the methine proton (CH(5)) at 3.27 ppm and the methine proton (CH(4,6)) at 3.59 ppm, between the methine proton (CH(1,3)) at 3.53 ppm and methine proton (CH(4,6)) at 3.59 ppm, and between the methine proton (CH(1,3)) at 3.53 ppm and methine proton (CH(2)) at 4.05 ppm were observed in Ins. From the result of 2-D NOESY data, cross peaks between the NH proton at 8.00 ppm and methyl protons ($CH_3$) were observed in NAA. Cross peaks between the methyl protons ($CH_3$(3)) at 1.33 ppm and methine proton (CH(2)) at 4.11 ppm were observed in Lac. Cross peaks between the methyl protons (CH3) at 3.03 ppm and methylene protons (CH2) at 3.93 ppm were observed in Cr. Cross peaks between the methylene protons ($CH_2$(3)) at 2.11 ppm and methylene protons ($CH_2$(4)) at 2.35 ppm, and between the methylene protons($CH_2$ (3)) at 2.11 ppm and methine proton (CH(2)) at 3.76 ppm were observed in Glu. Cross peaks between the methylene protons (CH2 (3)) at 2.14 ppm and methine proton (CH(2)) at 3.79 ppm were observed in Gln. Cross peaks between the methine proton (CH(5)) at 3.27 ppm and the methine proton (CH(4,6)) at 3.59 ppm, and between the methine proton (CH(1,3)) at 3.53 ppm and methine proton (CH(2)) at 4.05 ppm were observed in Ins. Conclusion : The present study demonstrated that in vitro 2D-COSY and NOESY represented the 3-bond and spatial connectivity of human brain metabolites by scalar coupling and dipolar NOE interaction. This study could aid in better understanding the interactions between human brain metabolites in vivo 2DCOSY study.

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Research and development of haptic simulator for Dental education using Virtual reality and User motion

  • Lee, Sang-Hyun
    • International journal of advanced smart convergence
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    • v.7 no.4
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    • pp.114-120
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    • 2018
  • The purpose of this paper is to develop simulations that can be used for virtual education in dentistry. This development goal is to allow dental students to learn the necessary surgical techniques at the point of their choice, not going into the operating room, away from time, space, and physical limits. In this paper configuration, the optimization method is applied convergent, and when the operation of the VR contents is performed, the content data is extracted from the interaction analysis formed in the VR engine, and the data is processed by the content algorithm. It also computes events and dental operations generated within the 3D engine programming and generates corresponding events through data processing according to the input signal. The visualization information is output to the HMD using the rendering information. In addition, the operating room environment was constructed by studying lighting and material for actual operating room environment. We applied the ratio of actual space to virtual space and the ratio between character and actual person to create a spatial composition at a similar rate to actual space.

Game Platform and System that Synchronize Actual Humanoid Robot with Virtual 3D Character Robot (가상의 3D와 실제 로봇이 동기화하는 시스템 및 플랫폼)

  • Park, Chang-Hyun;Lee, Chang-Jo
    • Journal of Korea Entertainment Industry Association
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    • v.8 no.2
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    • pp.283-297
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    • 2014
  • The future of human life is expected to be innovative by increasing social, economic, political and personal, including all areas of life across the multi-disciplinary skills. Particularly, in the field of robotics and next-generation games with robots, by multidisciplinary contributions and interaction, convergence between technology is expected to accelerate more and more. The purpose of this study is that by new interface model beyond the technical limitations of the "human-robot interface technology," until now and time and spatial constraints and through fusion of various modalities which existing human-robot interface technologies can't have, the research of more reliable and easy free "human-robot interface technology". This is the research of robot game system which develop and utilizing real time synchronization engine linking between biped humanoid robot and the behavior of the position value of mobile device screen's 3D content (contents), robot (virtual robots), the wireless protocol for sending and receiving (Protocol) mutual information and development of a teaching program of "Direct Teaching & Play" by the study for effective teaching.

Exploration of the Development Direction of Virtual Exhibition Using 3D Architectural Space (3D 건축공간을 활용한 가상 전시의 발전 방향 탐색)

  • Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.979-986
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    • 2022
  • In this study, the virtual exhibition using 3D architectural space was analyzed in terms of the viewer's experience. For this purpose, the analysis items of the virtual architectural space include whether the actual architectural space is reproduced, the introduction of surreal elements, the degree of freedom of movement and circulation, the level of photorealism of spatial expression, the level of reproduction of the exhibits and information provision method, and the interaction with other participants. Six virtual exhibition projects designed by a well-known architect were selected and analyzed. Three directions were found through the analysis. First, even when designing a virtual exhibition space with a high degree of freedom, there is a tendency to present a familiar architectural environment. Second, the current method of creating a virtual architectural space is that the method using a 360-degree rendering image and the method using a game engine coexist with pros and cons. Third, the interaction between participants in the virtual exhibition is implemented only by using a game engine. It is expected that the virtual space production environment using the game engine to be developed will become more advantageous in the future.

A Study on the Application of Design Components of 3D Greenery System for Eco-Friendly Indoor and Outdoor Space of Buildings (건축물 내외부의 친환경 구성을 위한 입체녹화의 부문별 디자인 적용요소에 관한 연구)

  • Shin, Kyung-Sun;Kim, Won-Pil
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.4
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    • pp.275-284
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    • 2017
  • As the 3D Greenery system is known to improve the urban environment, it works as new alternative for eco-friendly building and warrants further study for application to the domestic field. This study aimed to apply the design components for eco-friendly composition by investigating the spatial characteristics of the 3D Greenery System reflected in interior and exterior of buildings and to analyze the organization and design elements of domestic and foreign cases. The results showed that instances of the Greenery System tended to be a large scale and high-density development in order to expand various exterior spaces. Although its early forms were often found in such public facilities as exhibition and education purpose, cases of multi-unit dwelling have been growing. Allowing apartment residents to prefer intimate space by providing various such spaces for residential units and offering independent green spaces would induce diverse residents' lifestyles rather than monotonous design. The analysis also indicated that community space composed of various outdoor spaces and atmosphere would change life patterns of multi-housing and establish a real neighborhood through social interaction. Moreover, further investigation of the design patterns of outdoor space arrangement is needed since the Greenery system actively reflects the environmental characteristics of building sites and clearly shows a tendency to utilize natural terrain and slope in building shapes.

3D Surface Painting in VR using Force Feedback (포스 피드백을 이용한 가상현실에서의 3차원 표면 페인팅)

  • Kim, Minyoung;Kim, Young J.
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.2
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    • pp.1-9
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    • 2020
  • In this paper, we propose haptic interfaces based on force feedback to provide a physical painting experience to virtual reality users. Through this system, the user can create surface-based painting holding a haptic stylus, while utilizing both visual feedback from the worn HMD and haptic feedback during painting. In particular, the haptic interfaces simulate the physical interaction between painting brush and painting, which can help to improve the spatial perception of users and compensate for visual feedback. This can reduce laborious drawing works to repeatedly paint strokes and therefore yield a better painting performance. As a result, users can experience more effective and realistic VR painting with this system.

Three Component Velocity Field Measurements of Turbulent Wake behind a Marine Propeller Using a Stereoscopic PIV Technique (Stereoscopic PIV 기법을 이용한 선박용 프로펠러 후류의 3차원 속도장 측정)

  • Lee, Sang-Joon;Paik, Nu-Geun;Yoon, Jong-Hwan
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.27 no.12
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    • pp.1716-1723
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    • 2003
  • A stereoscopic PIV(Particle Image Velocimetry) technique was employed to measure the 3 dimensional flow structure of turbulent wake behind a marine propeller with 5 blades. The out-of-plane velocity component was determined using two CCD cameras with the angular displacement configuration. Four hundred instantaneous velocity fields were measured for each of four different blade phases and ensemble averaged to investigate the spatial evolution of the propeller wake in the near-wake region from the trailing edge to one propeller diameter(D) downstream. The phase-averaged velocity fields show the potential wake and the viscous wake developed along the blade surfaces. Tip vortices were generated periodically and the slipstream contraction occurs in the near-wake region. The out-of-plane velocity component and strain rate have large values at the locations of tip and trailing vortices. As the flow goes downstream, the turbulence intensity, the strength of tip vortices and the magnitude of out-of-plane velocity component at trailing vortices are decreased due to viscous dissipation, turbulence diffusion and blade-to-blade interaction.

Constraint Relaxation using User Interaction in Reactive Scheduling Environment (동적 스케줄링 문제에서 사용자 상호작용을 이용한 제약조건 완화)

  • Lee, Hoon;Jung, Jong Jin;Jo, Geun Sik
    • Journal of Advanced Navigation Technology
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    • v.2 no.2
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    • pp.132-142
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    • 1998
  • In optical scanning holography, 3-D holographic information of an object is generated by 2-D active optical scanning. The optical scanning beam can be a time-dependent Gaussian apodized Fresnel zone plate. In this technique, the holographic information manifests itself as an electrical signal which can be sent to an electron-beam-addressed spatial light modulator for coherent image reconstruction. This technique can be applied to 3-D optical remote sensing especially for identifying flying objects. In this paper, we first briefly review optical scanning holography and analyze the resolution achievable with the system. We then present mathematical expression of real and virtual image which are responsible for holographic image reconstruction by using Gaussian beam profile.

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Research on Object Detection Library Utilizing Spatial Mapping Function Between Stream Data In 3D Data-Based Area (3D 데이터 기반 영역의 stream data간 공간 mapping 기능 활용 객체 검출 라이브러리에 대한 연구)

  • Gyeong-Hyu Seok;So-Haeng Lee
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.3
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    • pp.551-562
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    • 2024
  • This study relates to a method and device for extracting and tracking moving objects. In particular, objects are extracted using different images between adjacent images, and the location information of the extracted object is continuously transmitted to provide accurate location information of at least one moving object. It relates to a method and device for extracting and tracking moving objects based on tracking moving objects. People tracking, which started as an expression of the interaction between people and computers, is used in many application fields such as robot learning, object counting, and surveillance systems. In particular, in the field of security systems, cameras are used to recognize and track people to automatically detect illegal activities. The importance of developing a surveillance system, that can detect, is increasing day by day.

Long-term simulation of wind turbine structure for distributed loading describing long-term wind loads for preliminary design

  • Ibrahimbegovic, Adnan;Boujelben, Abir
    • Coupled systems mechanics
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    • v.7 no.2
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    • pp.233-254
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    • 2018
  • In order to reduce the dependency on fossil fuels, a policy to increase the production capacity of wind turbine is set up. This can be achieved with increasing the dimensions of offshore wind turbine blades. However, this increase in size implies serious problems of stability and durability. Considering the cost of large turbines and financial consequences of their premature failure, it is imperative to carry out numerical simulations over long periods. Here, an energy-conserving time-stepping scheme is proposed in order to ensure the satisfying computation of long-term response. The proposed scheme is implemented for three-dimensional solid based on Biot strain measures, which is used for modeling flexible blades. The simulations are performed at full spatial scale. For reliable design process, the wind loads should be represented as realistically as possible, including the fluid-structure interaction (FSI) dynamic effects on wind turbine blades. However, full-scale 3D FSI simulations for long-term wind loading remain of prohibitive computation cost. Thus, the model to quantify the wind loads proposed here is a simple, but not too simple to be representative for preliminary design studies.