• Title/Summary/Keyword: 3D-Touch

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Design and Implementation of Smartphone-based 3D Shooting Game Using Virtual Button Technology (가상 버튼 기술을 활용한 스마트폰 기반 3차원 슈팅게임의 설계와 구현)

  • Kim, Taelee;Cho, Hyung-Ju;Seo, Jeonghun
    • Journal of Korea Multimedia Society
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    • v.21 no.6
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    • pp.712-722
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    • 2018
  • This study investigates the merits of incorporating augmented reality in mobile games and proposes a mobile game application that combines augmented reality technology with gaming. The proposed study postulates that augmented reality technology can be employed for developing games on smartphones. The proposed application involves the implementation of a 3D virtual object in the real world by incorporating a target image. The proposed application also employs an intuitive interface with simplified manipulation based on touch, and allows players to collect and combine items for acquiring new items, thus making it elementary to pass the game stages. Furthermore, a ranking system has been introduced in the proposed application for enhancing the amusement factor of the game. The novelty of the proposed application lies in the fact that the virtual button function has been employed for combining physical and virtual objects while playing the game, without incorporating location-based services.

Implementation of Touch Screen using 3D Depth Information (3차원 깊이 정보를 이용한 터치 스크린 구현)

  • Kim, Ho-Seong;Jang, Won-Serk;Kwon, Soon-Kak
    • Annual Conference of KIPS
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    • 2013.11a
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    • pp.1502-1505
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    • 2013
  • 프레젠테이션을 위한 기존 방비들은 기능이 제한적이거나 또는 고비용이라는 문제점을 가지고 있다. 본 논문에서는 깊이 카메라를 이용한 손의 터치와 터치위치와 프레젠테이션 내용을 조합하여 프레젠테이션의 자유도를 높이는 방법을 제안한다. 제안 방법은 깊이 카메라로부터 스크린 영역의 깊이 값을 배경으로 설정하고, 배경과 차이나는 객체가 들어오면, 객체의 깊이 값과 배경의 깊이 값을 비교하면서 포인터를 추출한다. 모의실험 결과로부터 스크린의 상하좌우 중에 한곳에 카메라를 설치하고 프레젠테이션 페이지마다 서로 다른 위치에서 터치가 인식되고, 다양한 프레젠테이션 이벤트가 실행됨을 확인하였다.

Flow Safety Assessment by CFD Analysis in One-touch Insertion Type Pipe Joint for Refrigerant (CFD 해석을 이용한 냉매용 원터치 삽입식 파이프 조인트의 안전성 평가)

  • Kim Eun-Yonung;Park Dong-sam;Kim, Hong-Yong
    • Proceedings of the Korean Society of Disaster Information Conference
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    • 2022.10a
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    • pp.303-304
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    • 2022
  • 파이프는 기계, 전자, 전기, 플랜트 등 많은 산업 분야에서 응용기기로 널리 사용되고 있으며, 소방, 화학 등 안전 관련 분야에서도 널리 사용되고 있다. 제품의 다양화에 따라 배관 분야에서도 기술의 중요성이 높아지고 있다. 특히 기존 동관을 스테인리스강으로 변경하는 경우 구조해석이나 유동 해석을 통해 안전성과 유동특성을 평가할 필요가 있다. 자체 개발한 일체형 인서트형 커넥터인 6.35 소켓 모델의 유동 안전성은 CFD 해석을 이용하여 유동유발진동(FIV)평가 과정의 4단계를 통해 진행하였다. 배관계 벽면에 작용하는 압력변동의 진폭은 3,780Pa이하의 수준으로 형성되며, 이는 냉매 배관의 운전압력이나 설계응력과 비교했을 때 매우 작은 수준의 압력으로, 난류에 의한 진동이 배관의 구조안전성에 미치는 영향은 미미한 수준인 것으로 나타났다.

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Multi-phase Flow Velocity Measurement Technique using Shadow Graphic Images (다위상 유체 속도 계측을 위한 영상기법 적용)

  • Ryu, Yong-Uk;Jung, Kwang-Hyo
    • Journal of Ocean Engineering and Technology
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    • v.26 no.3
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    • pp.61-65
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    • 2012
  • Air-water flow measurements are of importance for the coastal and ocean engineering fields. Although kinematic investigations of the multi-phase flows have been conducted for long time, velocity measurements still are concerned with many researchers and engineers in coastal and ocean areas. In the present study, an imaging technique using shadowgraphy and fiber optic probe for velocity measurements of air bubbles is introduced. The shadow graphy image technique is modified from the typical image velocimetry methods, and optical fibers are used for the well-known intrusive coupled phase-detection probe system. Since the imaging technique is a non-intrusive optical method from the air, it is usually applied for 2D flows. On the other hand, the double fiber optic probes touch flows regardless of flow patterns. The results of the flow measurements by both methods are compared and discussed. The methods are also applied to the measurements of overtopping flows by a breaking wave over the structure fixed on the free surface.

An Usability Evaluation of the Pattern Making Software for Virtual Cloth of 3D Character: A Case Study of "Looks Tailor X" (3D 캐릭터 가상의상 제작을 위한 패턴제작 소프트웨어의 사용성 평가 : "Looks Tailor X"을 사례로)

  • Kim, Sook-Jin
    • Journal of the Korean Home Economics Association
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    • v.47 no.2
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    • pp.111-123
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    • 2009
  • This study is to explore the usability of a pattern making software 'Looks tailor X' developed recently by the Digital Fashion in line with the cloth simulation software 'DressingSim'. When the software engineers develop software for clothes and clothing simulations, most often they lose touch of real-world craftsmanship of pattern making. As such, the software evaluation of the functionality and the usability is a crucial step in the field of virtual clothing. We carried out a detailed evaluation of the software via the process of making some basic types of pattern including tight skirts, pants, jackets, and one-piece dress. In this paper, we documented a step-by-step scenarios of making clothes using the Looks tailor X, and listed both the advantages and limitations of the software from the perspective of an enduser, i.e., a professional fashion designer. We also briefed suggestions on the refinement of the future software in the field.

Multisensory based AR System for Education of Cultural Heritage

  • Jeong, Eunsol;Oh, Jeong-eun;Won, Haeyeon;Yu, Jeongmin
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.11
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    • pp.61-69
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    • 2019
  • In this paper, we propose a multisensory(i.e., visual-auditory-tactile) based AR system for the education of cultural heritage. The proposed system provides a multisensory interaction by designing a user to experience with a 3D printed artifact which is mapped by a virtual 3D content of digital heritage. Compared with the existing systems of cultural heritage education based on augmented reality(AR) technology, this system focused on not only providing learning experience via a sense of visual and auditory, but also a sense of tactile. Furthermore, since this systems mainly provided the direct interactions using a 3D printed model, it gives a higher degree of realism than existing system that use touch or click motions on a 2D display of mobile phones and tablets. According to a result of user testing, we concluded that the proposed system delivered the excellent presence and learning flow to users. Particularly, from the usability evaluation, a 3D printed target artifact which is similar in shape to original heritage artifact, achieved the highest scores among the various tested targets.

Volumetric Error Calibration of NC Machine Tools using a Hole-Plate Artifact (Hole-Plate를 이용한 NC공작기계의 공간 오차 측정 및 분석)

  • Park, Dal-Geun;Lee, Enug-Suk
    • Transactions of the Korean Society of Machine Tool Engineers
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    • v.15 no.1
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    • pp.1-7
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    • 2006
  • A method of the volumetric error measurement and calibration of NC machine tools is studied using an artifact method. In this study, a hole-pate is designed and machined using stainless steel. We tested and applied the hole-plate artifact in a commercial CMM(Coordinate Measuring Machine), after calibration of the hole-plate using a precise CMM. It has been shown that not only the measurement of geometric error components but also the 2D length error calculation in a working volume is available using the hole-pate artifact method. The results of study can also be used in NC machine with touch probe as the same method in CMM.

DECODE: A Novel Method of DEep CNN-based Object DEtection using Chirps Emission and Echo Signals in Indoor Environment (실내 환경에서 Chirp Emission과 Echo Signal을 이용한 심층신경망 기반 객체 감지 기법)

  • Nam, Hyunsoo;Jeong, Jongpil
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.3
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    • pp.59-66
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    • 2021
  • Humans mainly recognize surrounding objects using visual and auditory information among the five senses (sight, hearing, smell, touch, taste). Major research related to the latest object recognition mainly focuses on analysis using image sensor information. In this paper, after emitting various chirp audio signals into the observation space, collecting echoes through a 2-channel receiving sensor, converting them into spectral images, an object recognition experiment in 3D space was conducted using an image learning algorithm based on deep learning. Through this experiment, the experiment was conducted in a situation where there is noise and echo generated in a general indoor environment, not in the ideal condition of an anechoic room, and the object recognition through echo was able to estimate the position of the object with 83% accuracy. In addition, it was possible to obtain visual information through sound through learning of 3D sound by mapping the inference result to the observation space and the 3D sound spatial signal and outputting it as sound. This means that the use of various echo information along with image information is required for object recognition research, and it is thought that this technology can be used for augmented reality through 3D sound.

A Study of Language on the Korean's Color-Image (한국인의 색채 이미지 언어에 관한 연구)

  • 박연선
    • Archives of design research
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    • v.11 no.3
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    • pp.17-23
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    • 1998
  • It is very necessary and important that color image language is given to each coloring to highten efficiency on applying color scheme. For that in this research, literature cited and survey are carried out to select languages on the Korean's color-image connected with color scheme at the same time, and I did my best to objectify the subjective color image through verifying related experts. As the result of research, I classified the color image into 14 categories; A. energy or dinamic, B. harmony, C. order, D. style and fashion, E. mystery, F. Practicalty, G. dignity, H. gorgeousness, I. the sense of sight, touch, taste, hearing, J. complexity, K. sexuality and growth, L. standard, M. static and lyricism, N. simplicity to promote user's usefulness. For the user's convenience on color plan, the work to propose color scheme concided with the selected color-image languages is deferred till the follow-up research.

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Analysis of Sports Biomechanical Variable on the Motions of Left and Right Spikes of Volleyball (배구 레프트 스파이크와 라이트 스파이크 동작에 대한 운동역학적 변인 비교 분석)

  • Cho, Ju-Hang;Ju, Myung-Duck
    • Korean Journal of Applied Biomechanics
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    • v.16 no.4
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    • pp.125-134
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    • 2006
  • The purpose of this study was to analyze the Biomechanical elements by looking at the differences on the motions of the right and left spikes of right-handed offense volleyball players, using 3D image analysis and force platform. For that purpose, spike motions of six male university volleyball players were recorded three times each using two 16mm high speed cameras and the speed of recording was set at 60 frames/sec. The coordinated raw data was leveled as 6Hz using low pass filtering method and the calculation of 3D coordinates was done by using a DLT (Direct Linear Transformation) method. Also KWON 3D program was used to analyze the variables. Through the experiments and research, the following results were found: That is, in case of the right spike, the required time from the toss to the impact, which affected the success rate of offense showed as longer and on the take-off, the exact timing to touch the ball was longer because the pace between right and left feet was wider, and also after the jump, the distance between the feet indicated shorter, than the left. In addition, the degree of somersault and horizontal adduction of shoulder joint was smaller and the degree of medial rotation of shoulder joint showed bigger than the left, so it indicated that it was not centered on the body, but by the arm with an axis of shoulder using a swing motion. After the impact, the speed of the ball indicated slower compared to the left spike.