• 제목/요약/키워드: 3D user interface

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Development of Artificial Intelligence Modeling System for Automated Application of Steel Margin in Early Modeling Process using AVEVA Marine (AVEVA Marine 강재마진의 선모델링 자동반영을 위한 인공지능 모델링 시스템 개발)

  • Kim, Nam-Hoon;Park, Yong-Suk;Kim, Jeong-Ho;Kim, Yeon-Yong;Chun, Jong-Jin;Choi, Hyung-Soon
    • Special Issue of the Society of Naval Architects of Korea
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    • 2013.12a
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    • pp.35-41
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    • 2013
  • Nowadays, automated modeling system for steel margin based on interactive user interface has been developed and applied to the production design stage. The system could increase design efficiency and minimize human error owing to recent CAD technique. However, there has been no approach to the pre-nesting design stage at all in early modeling process especially where ship model should be handled at more than two design stages using AVEVA Marine. A designer of the design stage needs artificial intelligence system beyond modeling automation when 3D model must be prepared in early modeling process using AVEVA Marine because they have focused on 2D nesting traditionally. In addition, they have a hard time figuring out the model prepared in previous design stage and modifying the model for steel purchase size in early modeling process. In this paper, artificial intelligence modeling system for automated application of steel margin in early modeling process using AVEVA Marine is developed in order to apply to the pre-nesting design stage that can detect effective segments before a calculation to find if a segment locates near block butt boundaries by filtering noise segments among lines, curves and surface intersections based on IT big data analysis.

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Sensitivity analysis of factors affecting 2D calculation in inundation analysis by using XP-SWMM (XP-SWMM을 이용한 침수 분석 시 2차원 계산에 영향을 미치는 인자에 대한 민감도 분석)

  • Sun, Dongkyun;Kang, Taeuk;Lee, Sangho
    • Proceedings of the Korea Water Resources Association Conference
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    • 2021.06a
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    • pp.339-339
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    • 2021
  • XP-SWMM은 유역의 강우-유출과 1차원 관망 해석 및 2차원 지표면 흐름 해석이 가능하여 도시지역의 침수 모의에 활용도가 높다. 하지만 대부분의 수학적 모형이 그러하듯 XP-SWMM은 많은 입력 변수를 포함하고 있어 사용자의 숙련도에 따라 모의 결과가 달라질 수 있다. 본 연구의 목적은 XP-SWMM을 이용한 침수 모의의 정확도를 향상시키기 위해 침수 모의에 영향을 줄 수 있는 인자를 검토하고, 민감도 분석을 통해 인자별 적정 범위를 제안하는 것이다. 다만, 유역의 강우-유출과 1차원 관망 해석에 사용되는 매개변수는 과거 많은 연구자들이 적정 범위를 제시하였으므로 본 연구에서는 2차원 지표면 흐름 해석에 관한 입력 변수만을 대상으로 하였다. 이를 위해 2차원 계산의 지배방정식인 천수방정식의 매개변수 중 XP-SWMM에서 제어할 수 있는 인자와 XP-SWMM의 사용자 편의환경(graphical user interface; GUI)에서 제어 가능한 인자를 고려하였다. 선정된 인자는 지표면 조도계수, 2차원 계산 시간 간격, 2D 집수유량 계수, Smagorinsky 계수, Wet/dry 깊이이다. 제시된 인자들을 대상으로 침수흔적도의 침수 면적을 기준으로 민감도 분석을 수행하였고, 인자의 변화율을 침수 면적의 변화율로 변화시키는 조건수(condition number)를 활용하여 인자별 민감 여부를 분석하였다. 또한, 영향 인자 변화에 따른 침수 면적과 침수흔적도의 상대오차를 분석하여 영향 인자의 적정 범위를 제안하였다. 그 결과, 지표면 조도계수의 적정범위는 0.02~0.05, 2차원 계산 시간 간격은 0.1-3.5초, Smagorinsky 계수는 0.06~1.0, Wet/dry 깊이는 0.001~0.02 m인 것으로 나타났다. 본 연구는 XP-SWMM을 이용한 2차원 침수 모의에 활용될 수 있는 영향 인자와 적정 범위를 제안한 연구로서, 향후 XP-SWMM을 이용한 많은 침수분석에 참고자료로 활용될 수 있을 것으로 판단된다.

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A Study on Virtual Reality Techniques for Immersive Traditional Fairy Tale Contents Production (몰입형 전래동화 콘텐츠 제작을 위한 가상현실 기술에 대한 연구)

  • Jeong, Kisung;Han, Seunghun;Lee, Dongkyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.43-52
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    • 2016
  • This paper is to study techniques of a virtual reality to maximize the depth of the users' immersion based on differentiated interactive contents using korean traditional fairy tale. In order to increase more interests in korean traditional fairy tale, we produce a interactive 3D contents and propose a new approach to a system designing applying a virtual realities such as HMD, Leap motion. First, using Korean traditional fairy tale, we generate interactive contents consisting of scenes intensifying user's tensions while interaction of game process. Based on the interactive contents generated, we design scene generation using Oculus HMD, the gaze based input processes and a hand interface using Leap motion, in order to provide a multi dimensional scene transmission and an input process method to intensify the sense of the reality. We will verify through diverse tests whether the proposed virtual reality contents based on a technique of an input process will actually intensify the immersion in the virtual reality or not while minimizing the motion sickness of the users.

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.

The effects of cartoon style for interface motion on attraction and attention (인터페이스 상의 움직임에 만화적 기법 적용이 매력도와 주의에 미치는 영향)

  • Cho, Yu-Suk;Suk, Ji-He;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.12 no.4
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    • pp.519-530
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    • 2009
  • Today various interfaces are created with the advancement of technology. The flat 2D and static interfaces are general in the past but 3D and motion factors are imported in user interfaces today. It is important to use the motion factors adequately appropriate timing, situation and so on. This study focuses on the motion factor, especially the squash & stretch principle which affects the style of movement. This study investigates the effect of cartoon style(squash & stretch principle) for motion on attraction, emotion and attention. In experiment 1, participants evaluated attraction and emotion words relating to movement after they saw spheres applied to squash & stretch principle and spheres not applied to. The results indicate the squash & stretch principle can make motion not only more attractive but also brighter and more active than the general motion. In experiment 2, a sphere applied to squash & stretch principle and a sphere not applied to were presented at the same time and we measured the reaction time when participants detected change in one of the two spheres. As a result, the reaction time was faster when a sphere applied to squash & stretch principle changed. This suggests that the squash & stretch principle can make motion attract the attention of users.

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One Click Film (OCF) Dosimetry System for Routine QA (주기적 정도관리를 위한 One Click Film (OCF) 선량측정 시스템)

  • Kim So Young;Yi Byong Yong;Joo Kwan Sik;Kim Jong Heon;Ahn Seung Do;Lee Sang Wook;Choi Eun Kyoung
    • Radiation Oncology Journal
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    • v.20 no.4
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    • pp.375-380
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    • 2002
  • Purpose : To develop a practical film dosimetry system for routine Quality Assurance (QA). Materials and Methods :An One Click Film (OCF) Dosimetry system was designed to perform swift routine QA with functions including automatic fog value elimination, angle adjustment, automatic symmetry calculation, and realtime profile generation with the ability to display realtime three-dimensional dose distributions. Results : The most frequently used functions for routine QA, such as the elimination of the fog value, conversion into an H&D curve, symmetry, and isodose distribution, can be achieved with only one click. Conclusion : Reliable results were achieved with the OCF dosimetry with simpler steps than other commercially available film dosimetry systems for routine QA. More research on the refined user interface will make this system be clinically useful.

Preliminary Study on Performance Evaluation of a Stacking-structure Compton Camera by Using Compton Imaging Simulator (Compton Imaging Simulator를 이용한 다층 구조 컴프턴 카메라 성능평가 예비 연구)

  • Lee, Se-Hyung;Park, Sung-Ho;Seo, Hee;Park, Jin-Hyung;Kim, Chan-Hyeong;Lee, Ju-Hahn;Lee, Chun-Sik;Lee, Jae-Sung
    • Progress in Medical Physics
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    • v.20 no.2
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    • pp.51-61
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    • 2009
  • A Compton camera, which is based on the geometrical interpretation of Compton scattering, is a very promising gamma-ray imaging device considering its several advantages over the conventional gamma-ray imaging devices: high imaging sensitivity, 3-D imaging capability from a fixed position, multi-tracing functionality, and almost no limitation in photon energy. In the present study, a Monte Carlo-based, user-friendly Compton imaging simulator was developed in the form of a graphical user interface (GUI) based on Geant4 and $MATLAB^{TM}$. The simulator was tested against the experimental result of the double-scattering Compton camera, which is under development at Hanyang University in Korea. The imaging resolution of the simulated Compton image well agreed with that of the measured image. The imaging sensitivity of the measured data was 2~3 times higher than that of the simulated data, which is due to the fact that the measured data contains the random coincidence events. The performance of a stacking-structure type Compton camera was evaluated by using the simulator. The result shows that the Compton camera shows its highest performance when it uses 4 layers of scatterer detectors.

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2-D meso-scale complex fracture modeling of concrete with embedded cohesive elements

  • Shen, Mingyan;Shi, Zheng;Zhao, Chao;Zhong, Xingu;Liu, Bo;Shu, Xiaojuan
    • Computers and Concrete
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    • v.24 no.3
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    • pp.207-222
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    • 2019
  • This paper has presented an effective and accurate meso-scale finite element model for simulating the fracture process of concrete under compression-shear loading. In the proposed model, concrete is parted into four important phases: aggregates, cement matrix, interfacial transition zone (ITZ), and the initial defects. Aggregate particles were modelled as randomly distributed polygons with a varying size according to the sieve curve developed by Fuller and Thompson. With regard to initial defects, only voids are considered. Cohesive elements with zero thickness are inserted into the initial mesh of cement matrix and along the interface between aggregate and cement matrix to simulate the cracking process of concrete. The constitutive model provided by ABAQUS is modified based on Wang's experiment and used to describe the failure behaviour of cohesive elements. User defined programs for aggregate delivery, cohesive element insertion and modified facture constitutive model are developed based on Python language, and embedded into the commercial FEM package ABAQUS. The effectiveness and accuracy of the proposed model are firstly identified by comparing the numerical results with the experimental ones, and then it is used to investigate the effect of meso-structure on the macro behavior of concrete. The shear strength of concrete under different pressures is also involved in this study, which could provide a reference for the macroscopic simulation of concrete component under shear force.

Design Method of Active Standing-to-Walking Assistive Device for Rehabilitation Therapy (재활치료를 위한 능동형 기립-보행 보조기구 설계 방법)

  • Seong-Jun Kim;Sae-Jin Kim;Yun-Mo Kang;Yu-Sin Jeon;Chae-Hun An
    • Journal of the Korean Society of Industry Convergence
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    • v.26 no.6_3
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    • pp.1315-1323
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    • 2023
  • Rehabilitation assistive devices not only assist the rehabilitation therapy and daily life of the disabled and the elderly, but also assist the labor of their caregivers, so various functions are required to improve their quality of life. In this study, a design method considering its practicality is introduced for an active rehabilitation assistive device that can perform both standing and walking assistance by driving various actuators. For this purpose, the force required to assist standing was calculated using statics with the body segmentation method. Also, the overturning stability of the device was verified for various physical conditions and postures. The actuator in the active rehabilitation assistive device was operated by a patient using a graphical user interface in an embedded computer and a touch panel for easy usage. The detailed design was performed for implementation through the help of 3D-CAD and the finite element analysis, and a prototype was produced. Finally, it was proven that the design goal was satisfied by experimental validation.

Speech Visualization of Korean Vowels Based on the Distances Among Acoustic Features (음성특징의 거리 개념에 기반한 한국어 모음 음성의 시각화)

  • Pok, Gouchol
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.12 no.5
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    • pp.512-520
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    • 2019
  • It is quite useful to represent speeches visually for learners who study foreign languages as well as the hearing impaired who cannot directly hear speeches, and a number of researches have been presented in the literature. They remain, however, at the level of representing the characteristics of speeches using colors or showing the changing shape of lips and mouth using the animation-based representation. As a result of such approaches, those methods cannot tell the users how far their pronunciations are away from the standard ones, and moreover they make it technically difficult to develop such a system in which users can correct their pronunciation in an interactive manner. In order to address these kind of drawbacks, this paper proposes a speech visualization model based on the relative distance between the user's speech and the standard one, furthermore suggests actual implementation directions by applying the proposed model to the visualization of Korean vowels. The method extract three formants F1, F2, and F3 from speech signals and feed them into the Kohonen's SOM to map the results into 2-D screen and represent each speech as a pint on the screen. We have presented a real system implemented using the open source formant analysis software on the speech of a Korean instructor and several foreign students studying Korean language, in which the user interface was built using the Javascript for the screen display.