• Title/Summary/Keyword: 3D-SPACE

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3D Adjacency Spatial Query using 3D Topological Network Data Model (3차원 네트워크 기반 위상학적 데이터 모델을 이용한 3차원 인접성 공간질의)

  • Lee, Seok-Ho;Park, Se-Ho;Lee, Ji-Yeong
    • Spatial Information Research
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    • v.18 no.5
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    • pp.93-105
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    • 2010
  • Spatial neighborhoods are spaces which are relate to target space. A 3D spatial query which is a function for searching spatial neighborhoods is a significant function in spatial analysis. Various methodologies have been proposed in related these studies, this study suggests an adjacent based methodology. The methodology of this paper implements topological data for represent a adjacency via using network based topological data model, then apply modifiable Dijkstra's algorithm to each topological data. Results of ordering analysis about an adjacent space from a target space were visualized and considered ways to take advantage of. Object of this paper is to implement a 3D spatial query for searching a target space with a adjacent relationship in 3D space. And purposes of this study are to 1)generate adjacency based 3D network data via network based topological data model and to 2)implement a 3D spatial query for searching spatial neighborhoods by applying Dijkstra's algorithms to these data.

Korean Reusable Launch Vehicle Development Strategy Using SpaceX's Strategy (SpaceX의 전략을 활용한 한국형 재사용 발사체 개발 전략)

  • Lee, Keum-Oh;Lee, Junseong;Park, Soon-Young;Roh, Woong-Rae;Im, Sung-Hyuck;Nam, Gi-Won;Seo, Daeban
    • Journal of the Korean Society of Propulsion Engineers
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    • v.25 no.3
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    • pp.101-112
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    • 2021
  • SpaceX shows various strategies such as constructing various payload portfolio through the reuse of Falcon 9 and Falcon Heavy, constructing the launch vehicles using one type of engine, the transition from kerosene engine to methane engine, and the use of 3D printing. In this study, launch vehicle proposals that can cover a variety of payloads and trajectories from KOMPSAT to GEO-KOMPSAT were constructed, and ten launch vehicles using kerosene gas generator cycle engine, kerosene staged-combustion cycle engine, and methane staged-combustion cycle engine were reviewed. Of the ten launch vehicles, the reusable launch vehicle using a 35-ton methane engine was rated as the best in terms of development potential.

Development of Merging Algorithm between 3-D Objects and Real Image for Augmented Reality

  • Kang, Dong-Joong
    • 제어로봇시스템학회:학술대회논문집
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    • 2002.10a
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    • pp.100.5-100
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    • 2002
  • A core technology for implementation of Augmented Reality is to develop a merging algorithm between interesting 3-D objects and real images. In this paper, we present a 3-D object recognition method to decide viewing direction toward the object from camera. This process is the starting point to merge with real image and 3-D objects. Perspective projection between a camera and 3-dimentional objects defines a plane in 3-D space that is from a line in an image and the focal point of the camera. If no errors with perfect 3-D models were introduced in during image feature extraction, then model lines in 3-D space projecting onto this line in the image would exactly lie in this plane. This observa...

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A Study on the Application of 3D Digital Technology for Fashion Design (3D 디지털 기술을 활용한 패션 디자인 개발에 관한 연구)

  • Kim, Ji-Eon
    • Journal of the Korean Society of Costume
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    • v.57 no.2 s.111
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    • pp.45-58
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    • 2007
  • This study shows that clothes are made just the same as the real thing in the virtual space through 3D digital technology. This study is significant to expand the area of fashion design in the virtual space. This study analyzes the practical use of the third dimension computer graphics in the aspect of fashion, and it is proposed the 3D fashion design simulation in the virtual space used on 3D studio max, poser, photoshop program according to fashion design process. The main design concept is "temporary bridge" from rainbow. "Temporary bridge" is a rainbow bridge which connects nature, man and technology, and also the past, present, and future. This study is supposed six fashion design in accordance with three sub-theme under main concept by changing rotor and texture used on 3D simulation. The conclusion are as follows : First fashion design process, which consists of design conceptualization, design definition, and computer design process, composed of body modeling, clothing modeling, texture mapping, rendering by lighting and camera establishing are compared. Second, fashion design process is applied to digital technology. Third, the method of body modeling is both that of direct modeling in 3D Studio Max and that of importing DXF file from poser. And the method of direct clothing modeling in 3D Studio Max are two methods, polygon modeling and nurbs modeling. Polygon modeling is more satisfied than nurbs modeling in the aspect of expression to clothing and round face. Forth, this study applies textures and colors transformed by photoshop on manufactured 3D Clothes. According to this result, fashion designers are able to confirm a customer or client in their design minds viewing 3D simulation by various textures. colors and angles. It is able to advance digital fashion show in the future.

Multipliers on the dirichlet space $D(Omega)$

  • Nah, Young-Chae
    • Communications of the Korean Mathematical Society
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    • v.10 no.3
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    • pp.633-642
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    • 1995
  • Recently S. Axler proved that every sequence in the unit disk U converging to the boundary contains an interpolating subsequence for the multipliers of the Dirichlet space D(U). In this paper we generalizes Axler's result to the finitely connected planer domains such that the Dirichlet spaces are contained in the Bergman spaces.

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A Development of the Bodice Pattern for Male Sports Athletes Using by 3D Virtual Twin & Virtual Garment Simulation (3D 가상모델 및 가상착의 시스템을 이용한 남자 운동선수의 상반신 원형설계)

  • Lim, Ji-Young
    • Fashion & Textile Research Journal
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    • v.12 no.3
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    • pp.347-353
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    • 2010
  • The purpose of this study was to examine the appropriate surplus of clothing for a suitable basic bodice pattern of Male Sports Athletes by using the 3D virtual twin and virtual garment simulation system. The results were as follows; 1. By using 3D virtual twin and garment simulation, new bodice pattern considered male sports athletes was development. The basic numerical formula were as follows ; surplus of chest girth=9, surplus of back length=1, armhole depth=back length/4+13, half back width=chest girth/5+2.5, front chest width=chest girth/5+3. 2. Wearing test by 3D virtual garment simulation system was useful to evaluate wearing outline, surplus of clothes and garment space. Also it estimated more highly than existing pattern in silhouette and ease amount, confirming that new bodice pattern is appropriate for the male sports athletes. New bodice pattern was evaluated to allow proper space length of chest and waist. Virtual models production through 3D body scan data, pattern draft and virtual garment digital program were applied to prototypic design method so as to enhance the fitness of ready-made garments. This study is expected to serve as one of important basic data for ensuing studies that may utilize 3D Virtual Garment Simulation System with 2D patterns, and also for future 3D Pattern Production Program development.

A Study on Space-Technology Startup-Business Support Programs: Current Status and Future Direction (우주기술 기반 벤처창업 지원 프로그램 추진현황 및 발전방향 연구)

  • Kim, Iltae;Chun, Yongsik;Jeon, Byunggyu;Joung, Hoiman
    • Journal of Aerospace System Engineering
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    • v.10 no.3
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    • pp.32-38
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    • 2016
  • This paper explains space-technology startup-business support programs. MSIP (Ministry of Science, ICT and Future Planning) and KARI (Korea Aerospace Research Institute) began running startup-business support programs from 2013 according to a "space-technology industrialization plan." In addition, MSIP and KARI have been running startup academies and STAR-Exploration for future entrepreneurs and startup companies since 2015. From these programs, five startup companies were established and they are generating sales. This paper shows the results of the programs, and the program cases of the startup and venture companies are analyzed for both domestic and international audiences. The future direction of startup-business support programs that are based on space technology is also discussed.

Symmetry Properties of 3-dimensional D'Atri Spaces

  • Belkhelfa, Mohamed;Deszcz, Ryszard;Verstraelen, Leopold
    • Kyungpook Mathematical Journal
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    • v.46 no.3
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    • pp.367-376
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    • 2006
  • We investigate semi-symmetry and pseudo-symmetry of some 3-dimensional Riemannian manifolds: the D'Atri spaces, the Thurston geometries as well as the ${\eta}$-Einstein manifolds. We prove that all these manifolds are pseudo-symmetric and that many of them are not semi-symmetric.

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A Study on the Management of the Sectional Superficies for the Realization of 3D Cadastre (입체지적 구현을 위한 구분지상권의 관리에 관한 연구)

  • Kim, HyunYoung;Lih, BongJoo
    • Journal of Cadastre & Land InformatiX
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    • v.51 no.2
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    • pp.107-123
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    • 2021
  • In recent years, due to the continuous density and urbanization of space, the expansion of awareness of rights, the need for landscape conservation, and the development of construction technology, the conventional flat land use has been deviated from the conventional flat land use, and the transmission line, urban railway, parking lot, communal district, underground shopping mall, pipeline, etc. Although 3D spatial activities are carried out in the form of 3D space, there are considerable difficulties in administration to manage the 3D use of land due to the inadequacy of related regulations. In this background, for the administration that can manage Sectional Superficies, which is a representative case of 3D spatial use of parcels, which is a registered unit of land, first, the law on the establishment and management of spatial information, and cadastral re-examination from the legal and institutional aspects Standardization of 3D space registration through amendments to the Special Act, etc. and the formation of consensus among related departments. Second, in technical and administrative aspects, the registration of Sectional Superficies based on cadastral survey results, establishment of a platform for integrated management of location and attribute data, and registration method was found to be in need of improvement. As suggested in this study, by registering and managing Sectional Superficies, it is possible to manage various 3D land use of not only ground space or surface space but also underground space. It is expected to be able to register and manage lot-based 3D land use efficiently.

An Experimental Research on the Usability of Indirect Control using Finger Gesture Interaction in Three Dimensional Space (3차원 공간에서 손가락 제스쳐 인터랙션을 이용한 간접제어의 사용성에 관한 실험연구)

  • Ham, Kyung Sun;Lee, Dahye;Hong, Hee Jung;Park, Sungjae;Kim, Jinwoo
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.519-532
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    • 2014
  • The emerging technologies for the natural computer interaction can give manufacturers new opportunities of product innovation. This paper is the study on a method of human communication about a finger gestures interaction. As technological advance has been so rapid over the last few decades, the utilizing products or services will be soon popular. The purpose of this experiment are as follows; What is the usefulness of gesture interaction? What is the cognitive impact on gesture interaction users. The finger gestures interaction consist of poking, picking and grasping. By measuring each usability in 2D and 3D space, this study shows the effect of finger gestures interaction. The 2D and 3D experimental tool is developed by using LeapMotion technology. As a results, the experiments involved 48 subjects shows that there is no difference in usability between the gestures in 2D space but in 3D space, the meaningful difference has been found. In addition, all gestures express good usability in 2D space rather than 3D space. Especially, there are the attractive interest that using uni-finger is better than multi-fingers.