• Title/Summary/Keyword: 3D-SPACE

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A Comparison of Women's Basic Pattern Using 3D Scanner - Between the Bunka and the Secoli Patterns - (3D scanner를 이용한 여성복 원형의 착의공극량 비교 - 신문화식과 세꼴리식 -)

  • Choi, Young-Lim;Kim, Hee-Eun
    • Fashion & Textile Research Journal
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    • v.6 no.6
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    • pp.749-755
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    • 2004
  • This paper was conducted to compare the methods of women's basic pattern and the problems by analyzing the space between skin and clothing using 3D scanner and thereupon, proposed the solutions. The Bunka pattern of Japan Bunka Women's University(Bunka) and the Secoli pattern of Italy istituto carlo secoli(Secoli) were used. The subject who has nearly the same body size with N type of National anthropometric survey of Korea in 1997 was picked out. In the result of analyzing the space between skin and clothing of each pattern by 3D Scanner, there exist significant differences in the chest and bust parts. The Bunka has more space than the Secoli at bust part, especially between bust points. Because the Bunka has the bust dart which was made from only the bust girth, it couldn't reflect the difference of each human body. Whereas the Secoli has the bust dart which gave a consideration the difference between the bust girth and the chest girth, it has more even space between skin and clothing.

Development of Motion based Training Contents: "3D Space Exploration" Case Study (동작 기반의 훈련콘텐츠 : "3D 우주탐험" 개발사례)

  • Lim, C.J.;Park, Seung Goo;Jeong, Yun Guen
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.63-72
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    • 2013
  • To enhance the effect of science educational contents, we developed a motion based training content: 3D space exploration. In this content, we used the 3D depth camera for user's motion recognition. Learners have to conduct the space station maintenance mission using the motion based natural and intuitive interface. The result this study is expected to propose the immersive training simulation for young science learners.

A Study of Generating Depth map for 3D Space Structure Recovery

  • Ban, Kyeong-Jin;Kim, Jong-Chan;Kim, Eung-Kon;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.13 no.12
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    • pp.1855-1862
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    • 2010
  • In virtual reality, there are increasing qualitative development in service technologies for realtime interaction system development, 3- dimensional contents, 3D TV and augment reality services. These services experience difficulties to generate depth value that is essential to recover 3D space to form solidity on existing contents. Hence, research for the generation of effective depth-map using 2D is necessary. This thesis will describe a shortcoming of an existing depth-map generation for the recovery of 3D space using 2D image and will propose an enhanced depth-map generation algorithm that complements a shortcoming of existing algorithms and utilizes the definition of depth direction based on the vanishing point within image.

Analysis of Magnetic Field and Thrust in Slotless Permanent Magnet Linear Synchronous Motor using 3D Space Harmonic Analysis Method (3차원 공간고조파법을 이용한 슬롯리스형 영구자석 선형 동기전동기의 자계 및 추력특성 해석)

  • Lee, Ju-Min;Kang, Gyu-Hong;Hong, Jung-Pyo;Kim, Gyu-Tak
    • The Transactions of the Korean Institute of Electrical Engineers B
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    • v.50 no.6
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    • pp.255-262
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    • 2001
  • This paper deals with characteristic analysis method of the slotless type Permanent Magnet Linear Synchronous Motor(PMLSM) using the space harmonic method. Analysis models of the PM and the armature current are described by the magnetization configurations taking into account the 2D and 3D distribution. In 3D analysis, the thrust and normal force can be calculated more accurately, because it can consider the z component flux density which is impossible in 2D analysis. In order to verify the validity of the proposed method, the results of the analytic method are compared with not only the experimental ones but ones of Finite Element Method(FEM).

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Syntax-based Accessibility Analysis Algorithm for Indoor Spaces (실내공간을 위한 기반 Syntax 접근성 분석 알고리즘)

  • Kim, Hye-Yeong;Jeon, Cheol-Min
    • Proceedings of the Korean Association of Geographic Inforamtion Studies Conference
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    • 2007.10a
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    • pp.247-256
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    • 2007
  • Accessibility is a field of study that has primarily been applied to urban or transportation problems two dimensionally. However, in large complex buildings as shopping centers or hospitals, inter-spatial accessibility among compartments has to be taken into account such as in building layouts or evacuation planning. This study expands space syntax theory, one of accessibility-related methodologies used for computing connectivity in urban or architectural spaces, into 3D indoor spaces. Although space syntax is basically a topology-based theory that does not consider general costs such as distance or time, this study suggests modification that incorporates different types of impedances in moving between places including distances, turns and transfers between floors. The proposed method is applied to a 3D campus building model in computing and displaying the accessibility to exit doors or cohesive accessibility among similar functions.

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Phased Visualization of Facial Expressions Space using FCM Clustering (FCM 클러스터링을 이용한 표정공간의 단계적 가시화)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.8 no.2
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    • pp.18-26
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    • 2008
  • This paper presents a phased visualization method of facial expression space that enables the user to control facial expression of 3D avatars by select a sequence of facial frames from the facial expression space. Our system based on this method creates the 2D facial expression space from approximately 2400 facial expression frames, which is the set of neutral expression and 11 motions. The facial expression control of 3D avatars is carried out in realtime when users navigate through facial expression space. But because facial expression space can phased expression control from radical expressions to detail expressions. So this system need phased visualization method. To phased visualization the facial expression space, this paper use fuzzy clustering. In the beginning, the system creates 11 clusters from the space of 2400 facial expressions. Every time the level of phase increases, the system doubles the number of clusters. At this time, the positions of cluster center and expression of the expression space were not equal. So, we fix the shortest expression from cluster center for cluster center. We let users use the system to control phased facial expression of 3D avatar, and evaluate the system based on the results.

The Shape Optimization of PLA Polymer Space Truss Using 3D Printer (3D 프린터를 활용한 PLA 폴리머 Space Truss의 최적화)

  • Bae, Jae-Hoon;Zhang, Zhi-Yu;Ju, Young K.
    • Journal of Korean Association for Spatial Structures
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    • v.20 no.1
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    • pp.61-67
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    • 2020
  • In the era of the Fourth Industrial Revolution, Various attempts are being made to converge new industries with IT industry to find new growth engines in the field of IT, maximizing efficiency in terms of productivity. 3D printers are also related to this, and various studies have been conducted worldwide to utilize them in the construction industry. At present, there is an active effort to study atypical structures using 3D printers. The most widely used method is the use of glass panels, however, the additional cost of the manufacturing process and thus the overall project cost cannot be ignored. In addition, the construction of the curvature of the existing two-way curved surface in the conventional flat joint method is not suitable for implementing an amorphous shape. In this paper, we propose an optimized shape through Abaqus analysis of various shapes of Space Truss interior using 3D printing technology using polymer.

Error analysis of 3-D surface parameters from space encoding range imaging (공간 부호화 레인지 센서를 이용한 3차원 표면 파라미터의 에러분석에 관한 연구)

  • 정흥상;권인소;조태훈
    • 제어로봇시스템학회:학술대회논문집
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    • 1997.10a
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    • pp.375-378
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    • 1997
  • This research deals with a problem of reconstructing 3D surface structures from their 2D projections, which is an important research topic in computer vision. In order to provide robust reconstruction algorithm, that is reliable even in the presence of uncertainty in the range images, we first present a detailed model and analysis of several error sources and their effects on measuring three-dimensional surface properties using the space encoded range imaging technique. Our approach has two key elements. The first is the error modeling for the space encoding range sensor and its propagation to the 3D surface reconstruction problem. The second key element in our approach is the algorithm for removing outliers in the range image. Such analyses, to our knowledge, have never attempted before. Experimental results show that our approach is significantly reliable.

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Deep Learning Based 3D Gesture Recognition Using Spatio-Temporal Normalization (시 공간 정규화를 통한 딥 러닝 기반의 3D 제스처 인식)

  • Chae, Ji Hun;Gang, Su Myung;Kim, Hae Sung;Lee, Joon Jae
    • Journal of Korea Multimedia Society
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    • v.21 no.5
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    • pp.626-637
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    • 2018
  • Human exchanges information not only through words, but also through body gesture or hand gesture. And they can be used to build effective interfaces in mobile, virtual reality, and augmented reality. The past 2D gesture recognition research had information loss caused by projecting 3D information in 2D. Since the recognition of the gesture in 3D is higher than 2D space in terms of recognition range, the complexity of gesture recognition increases. In this paper, we proposed a real-time gesture recognition deep learning model and application in 3D space using deep learning technique. First, in order to recognize the gesture in the 3D space, the data collection is performed using the unity game engine to construct and acquire data. Second, input vector normalization for learning 3D gesture recognition model is processed based on deep learning. Thirdly, the SELU(Scaled Exponential Linear Unit) function is applied to the neural network's active function for faster learning and better recognition performance. The proposed system is expected to be applicable to various fields such as rehabilitation cares, game applications, and virtual reality.

A Collision detection from division space for performance improvement of MMORPG game engine (MMORPG 게임엔진의 성능개선을 위한 분할공간에서의 충돌검출)

  • Lee, Sung-Ug
    • The KIPS Transactions:PartB
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    • v.10B no.5
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    • pp.567-574
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    • 2003
  • Application field of third dimension graphic is becoming diversification by the fast development of hardware recently. Various theory of details technology necessary to design game such as 3D MMORPG (Massive Multi-play Online Role Flaying Game) that do with third dimension. Cyber city should be absorbed. It is the detection speed that this treatise is necessary in game engine design. 3D MMORPG game engine has much factor that influence to speed as well as rendering processing because it express huge third dimension city´s grate many building and individual fast effectively by real time. This treatise nay get concept about the collision in 3D MMORPG and detection speed elevation of game engine through improved detection method. Space division is need to process fast dynamically wide outside that is 3D MMORPG´s main detection target. 3D is constructed with tree construct individual that need collision using processing geometry dataset that is given through new graph. We may search individual that need in collision detection and improve the collision detection speed as using hierarchical bounding box that use it with detection volume. Octree that will use by division octree is used mainly to express rightly static object but this paper use limited OSP by limited space division structure to use this in dynamic environment. Limited OSP space use limited space with method that divide square to classify typically complicated 3D space´s object. Through this detection, this paper propose follow contents, first, this detection may judge collision detection at early time without doing all polygon´s collision examination. Second, this paper may improve detection efficiency of game engine through and then reduce detection time because detection time of bounding box´s collision detection.