• Title/Summary/Keyword: Automated Drawing

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Technology Acceptance Modeling based on User Experience for Autonomous Vehicles

  • Cho, Yujun;Park, Jaekyu;Park, Sungjun;Jung, Eui S.
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.2
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    • pp.87-108
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    • 2017
  • Objective: The purpose of this study was to precede the acceptance study based on automation steps and user experience that was lacked in the past study on the core technology of autonomous vehicle, ADAS. The first objective was to construct the acceptance model of ADAS technology that is the core technology, and draw factors that affect behavioral intention through user experience-based evaluation by applying driving simulator. The second one was to see the change of factors on automation step of autonomous vehicle through the UX/UA score. Background: The number of vehicles with the introduction of ADAS is increasing, and it caused change of interaction between vehicle and driver as automation is being developed on the particular drive factor. For this reason, it is becoming important to study the technology acceptance on how driver can actively accept giving up some parts of automated drive operation and handing over the authority to vehicle. Method: We organized the study model and items through literature investigation and the scenario according to the 4 stages of automation of autonomous vehicle, and preceded acceptance assessment using driving simulator. Total 68 men and woman were participated in this experiment. Results: We drew results of Performance Expectancy (PE), Social Influence (SI), Perceived Safety (PS), Anxiety (AX), Trust (T) and Affective Satisfaction (AS) as the factors that affect Behavioral Intention (BI). Also the drawn factors shows that UX/UA score has a significant difference statistically according to the automation steps of autonomous vehicle, and UX/UA tends to move up until the stage 2 of automation, and at stage 3 it goes down to the lowest level, and it increases a little or stays steady at stage 4. Conclusion and Application: First, we presented the acceptance model of ADAS that is the core technology of autonomous vehicle, and it could be the basis of the future acceptance study of the ADAS technology as it verifies through user experience-based assessment using driving simulator. Second, it could be helpful to the appropriate ADAS development in the future as drawing the change of factors and predicting the acceptance level according to the automation stages of autonomous vehicle through UX/UA score, and it could also grasp and avoid the problem that affect the acceptance level. It is possible to use these study results as tools to test validity of function before ADAS offering company launches the products. Also it will help to prevent the problems that could be caused when applying the autonomous vehicle technology, and to establish technology that is easily acceptable for drivers, so it will improve safety and convenience of drivers.

Constructing Area Cartogram Using a GIS Based Circular Cartogram Technique (GIS 기반 원형 카토그램 기법을 이용한 카토그램 제작 방법 연구)

  • Kim, Young-Hoon
    • Journal of the Korean Geographical Society
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    • v.43 no.2
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    • pp.235-252
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    • 2008
  • Many cartographers have for many years searched for a way to construct cartograms in which the sizes of geographic areas such as states, counties or census tracts are reseated in proportion to their population or some other socio-economic properties. While many techniques and algorithms for creating cartograms have been proposed, some of them are still extremely complex to generate in a proper manner, and many of them suffer either from this lack of readability or from seamless integration with GIS software. This paper, therefore, presents a simple population cartogam technique based on the Circular Cartogram Algorithm(CCA) by Dorling(1996) to tackle these drawbacks by drawing the areas as simple circles for use as a base map and linking the construction with GIS mapping processes. For an automated approach in the cartogram generation, this paper proposes a close coupling method of ArcView GIS 3.3. package in order for users to access to the cartopam algorithm. Then, they will be available through an interface that the ArcView GIS system allows user-written routines to be accessed easily. The CCA and its coupling architecture ensure to improve the potential applicability of the use of cartograms to census mapping at practical levels. As the cartogram examples, cartograms of population and property types in 2005 Korea census data sets are illustrated in the end, by which viewers can easily identify the residential concentration and their relative ratio in Seoul metropolitan area.

A Study on Implementation of Robot Overlay Welding System Based on OLP for Ball of Ball Valves (볼밸브용 볼의 OLP 기반 로봇육성용접 시스템 구현에 관한 연구)

  • Jang, Jae-Sung;Hwang, Seong-Hyun;Lho, Tae-Jung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.12
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    • pp.446-452
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    • 2016
  • Recently, heat resistant super alloys (which are wear-resistant, corrosion-resistant, and heat-resistant), have been used as the basic structural material in offshore and petrochemical plants. On the other hand, making valves from very expensive, high heat-resistant alloys increases the production cost and decreases its market competitiveness. To solve these problems, the technique of overlaying only those that flow on the fluid has been used as an effective method. Nevertheless, because the former technique of overlaying the ball is performed manually, it takes too much time and perfect welding is difficult to perform. To solve this problem, this study developed a robot automation system that can make uniformly overlay welding of the ball for ball-valves. The system consists of a 6-axis welding robot with a welding torch and additional 2 axes for the rotation of positioner, the controller, and a robot path OLP (Off-Line Programming). The CAD drawing data was entered in the Off-line program to obtain the robot teaching point and drive source. Overlay welding paths were implemented using Matlab. Through an automated overlaying system that implemented the OLP, the productivity rose 2.58 times, as the amount of time required for work decreased from 88 hours to 41 hours.

Estimation Method of the Amount of Demolition Waste through Automated Calculation of Volumetric Spaces using Drones (드론 활용 체적산출 자동화를 통한 해체 폐기물량 예측기법에 관한 연구)

  • Ryu, Jung-Rim;Kim, Hye-Ri;Park, Won-Jun
    • Journal of the Korea Institute of Building Construction
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    • v.22 no.6
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    • pp.681-688
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    • 2022
  • In this study, the process of drone photography, automatic volume calculation, total floor area conversion, and waste calculation was constructed as a QGIS plug-in to predict the demolition waste (DW) generated in an aged area where drawing information or building information is uncertain. Through a case study, the high consistency between the automatically calculated volume using the drone and the BIM volume based on the field measurement was confirmed. Field application was carried out for the planned demolition work site, and the consistency between the drone-based volume and the actual measurement-BIM-based volume was reconfirmed. The waste generation unit was applied and the amount of DW was calculated by setting the floor height and building type, and the entire process was completed within 6 hours. Although the difference between building information and building objects through drones occurred according to the setting of temporary structures, loads, and floor heights, it was found that the actual amount of DW was generated more than the initial estimate. It is expected that measures to improve the accuracy of volume and floor area conversion will be required through case studies in the future.

3D Architecture Modeling and Quantity Estimation using SketchUp (스케치업을 활용한 3D 건축모델링 및 물량산출)

  • Kim, Min Gyu;Um, Dae Yong
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.701-708
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    • 2017
  • The construction cost is estimated based on the drawings at the design stage and constructor will find efficient construction methods for budgeting and budgeting appropriate to the budget. Accurate quantity estimation and budgeting are critical to determining whether the project is profitable or not. However, since this process is mostly performed depending on manpower or 2D drawings, errors are likely to occur and The BIM(Build Information Modeling) program, which can be automated, is very expensive and difficult to apply in the field. In this study, 3D architectural modeling was performed using SketchUp which is a 3D modeling software and suggest a methodology for Quantity Estimation. As a result, 3D modeling was performed effectively using 2D drawings of buildings. Based on the modeling results, it was possible to calculate the difference of the quantity estimation by 2D drawing and 3D modeling. The research suggests that the 3D modeling using the SketchUp and the calculation of the quantity can prevent the error of the conventional 2D calculation method. If the applicability of the research method is verified through continuous research, it will contribute to increase the efficiency of architectural modeling and quantity Estimation work.

Comparison of Acting Style Between 2D Hand-drawn Animation and 3D Computer Animation : Focused on Expression of Emotion by Using Close-up (2D 핸드 드로운 애니메이션과 3D 컴퓨터 애니메이션에서의 액팅(acting) 스타일 비교 -클로즈-업을 이용한 감정표현을 중심으로-)

  • Moon, Jaecheol;Kim, Yumi
    • Cartoon and Animation Studies
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    • s.36
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    • pp.147-165
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    • 2014
  • Around the turn of 21st century, there has been a major technological shift in the animation industry. With development of reality-based computer graphics, major American animation studios replaced hand-drawn method with the new 3D computer graphics. Traditional animation was known for its simplified shapes such as circles and triangle that makes characters' movements distinctive from non-animated feature films. Computer-generated animation has largely replaced it, but is under continuous criticism that automated movements and reality-like graphics devaluate the aesthetics of animation. Although hand-drawn animation is still produced, 3D computer graphics have taken commercial lead and there has been many changes to acting of animated characters, which calls for detailed investigation. Firstly, the changes in acting of 3D characters can be traced from looking at human-like rigging method that mimics humanistic moving mechanism. Also, if hair and clothing was part of hand-drawn characters' acting, it has now been hidden inside mathematical simulation of 3D graphics, leaving only the body to be used in acting. Secondly, looking at "Stretch and Squash" method, which represents the distinctive movements of animation, through the lens of media, a paradox arises. Hand-drawn animation are produced frame-by-frame, and a subtle change would make animated frames shiver. This slight shivering acts as an aesthetic distinction of animated feature films, but can also require exaggerated movements to hide the shivering. On the contrary, acting of 3D animation make use of calculated movements that may seem exaggerated compared to human acting, but seem much more moderate and static compared to hand-drawn acting. Moreover, 3D computer graphics add the third dimension that allows more intuitive movements - maybe animators no longer need fine drawing skills; what they now need is directing skills to animate characters in 3D space intuitively. On the assumption that technological advancement and change of artistic expressionism are inseparable, this paper compares acting of 3D animation studio Pixar and classical drawing studio Disney to investigate character acting style and movements.

A Study on the Intelligent Quick Response System for Fast Fashion(IQRS-FF) (패스트 패션을 위한 지능형 신속대응시스템(IQRS-FF)에 관한 연구)

  • Park, Hyun-Sung;Park, Kwang-Ho
    • Journal of Intelligence and Information Systems
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    • v.16 no.3
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    • pp.163-179
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    • 2010
  • Recentlythe concept of fast fashion is drawing attention as customer needs are diversified and supply lead time is getting shorter in fashion industry. It is emphasized as one of the critical success factors in the fashion industry how quickly and efficiently to satisfy the customer needs as the competition has intensified. Because the fast fashion is inherently susceptible to trend, it is very important for fashion retailers to make quick decisions regarding items to launch, quantity based on demand prediction, and the time to respond. Also the planning decisions must be executed through the business processes of procurement, production, and logistics in real time. In order to adapt to this trend, the fashion industry urgently needs supports from intelligent quick response(QR) system. However, the traditional functions of QR systems have not been able to completely satisfy such demands of the fast fashion industry. This paper proposes an intelligent quick response system for the fast fashion(IQRS-FF). Presented are models for QR process, QR principles and execution, and QR quantity and timing computation. IQRS-FF models support the decision makers by providing useful information with automated and rule-based algorithms. If the predefined conditions of a rule are satisfied, the actions defined in the rule are automatically taken or informed to the decision makers. In IQRS-FF, QRdecisions are made in two stages: pre-season and in-season. In pre-season, firstly master demand prediction is performed based on the macro level analysis such as local and global economy, fashion trends and competitors. The prediction proceeds to the master production and procurement planning. Checking availability and delivery of materials for production, decision makers must make reservations or request procurements. For the outsourcing materials, they must check the availability and capacity of partners. By the master plans, the performance of the QR during the in-season is greatly enhanced and the decision to select the QR items is made fully considering the availability of materials in warehouse as well as partners' capacity. During in-season, the decision makers must find the right time to QR as the actual sales occur in stores. Then they are to decide items to QRbased not only on the qualitative criteria such as opinions from sales persons but also on the quantitative criteria such as sales volume, the recent sales trend, inventory level, the remaining period, the forecast for the remaining period, and competitors' performance. To calculate QR quantity in IQRS-FF, two calculation methods are designed: QR Index based calculation and attribute similarity based calculation using demographic cluster. In the early period of a new season, the attribute similarity based QR amount calculation is better used because there are not enough historical sales data. By analyzing sales trends of the categories or items that have similar attributes, QR quantity can be computed. On the other hand, in case of having enough information to analyze the sales trends or forecasting, the QR Index based calculation method can be used. Having defined the models for decision making for QR, we design KPIs(Key Performance Indicators) to test the reliability of the models in critical decision makings: the difference of sales volumebetween QR items and non-QR items; the accuracy rate of QR the lead-time spent on QR decision-making. To verify the effectiveness and practicality of the proposed models, a case study has been performed for a representative fashion company which recently developed and launched the IQRS-FF. The case study shows that the average sales rateof QR items increased by 15%, the differences in sales rate between QR items and non-QR items increased by 10%, the QR accuracy was 70%, the lead time for QR dramatically decreased from 120 hours to 8 hours.