• Title/Summary/Keyword: Human 3D Modeling

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An Observational Study on the Morphological Changes of the External Ear Canal by Converging DICOM Imaging and Design Modeling (DICOM 영상과 설계 모델링을 융합한 외이도의 형태적 변화 관찰 연구)

  • Kim, Hyeong-Gyun
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.173-179
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    • 2019
  • DICOM(Digital Imaging and Communications in Medicine) imaging plays a significant role in the diagnosis and treatment of the human body, and design modeling is a technology of planning shapes in three dimensions according to the purpose. In this study, we converge these two technologies to observe the relationships of the cross-section, volume, and surface area to the morphological changes of the external ear canal. The experiment applied medical imaging technologies to acquire sections of the human body to create and divide centerlines using 3D shapes extracted from 19 external ear canals by applying stereolithography and 3-matic program. The results showed that the cross-sectional structure of the external ear canal had various shapes, such as oval (38.5%), semicircular (28.2%), mixed (17.9%), square (10.2%), and wrinkled (5.1%). In addition, the cross-sectional area of each phase increased as the length of the external ear canal increased, and the volume and surface area decreased towards the direction of the eardrum. However, the surface area reduction rate was relatively low. This indicates that the structure becomes irregular towards the direction of the eardrum.

A Study of 3D Virtual Fitting Model of Men's Lower Bodies in Forties by Morphing Technique. (모핑 기법을 활용한 40대 남성 하반신 가상모델 생성에 관한 연구)

  • Park, Sun-Mi;Nam, Yun-Ja;Choi, Kueng-Mi
    • Journal of the Korean Society of Clothing and Textiles
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    • v.31 no.3 s.162
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    • pp.463-474
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    • 2007
  • With rapid expansion in e-retailing of apparel business, personalized fitting model service shows the possibility as the differentiated marketing strategy in cyber shopping. According as necessity of personalized fitting model construction rises, it is tried personalized fitting model creation in several fields such as computer engineering, mechanical engineering, information engineering. But, because existent study was concentrated only on human body modeling, it does not reflect average morphological characteristics of human body properly. In this study, we wish to examine if morphing is fit for expressing characteristic of average human body shape and suggest desirable morphing. We used 3-D scan data of 254 Korean middle aged men collected by Size Korea 2004. The result of this study are as follows: Lower body types were categorized by height hip girth and lower drop(hip girth-navel girth) which were main factors of lower body shape. Then each factor was divided into 3 groups respectively, 30% in the middle, over 30%, under 30%. In 27 groups, the group which belonged to 30% in the middle of height, 30% in the middle of hip girth, 30% in the middle of lower drop was selected as a representative group. We tested geometrical figure by differ volume, tilt, position of point. And we created a representative type of men's lower bodies by morphing the representative group and analyzed it's horizontal, vertical sections. A representative type which was created by morphing reflected a real body and changed realistically at the part of hip, crotch, calf muscle and so on. A cross sections of a representative type were similar to average cross sections of the representative group in size and shape. So it was proved that morphing was successful.

A Facial Animation System Using 3D Scanned Data (3D 스캔 데이터를 이용한 얼굴 애니메이션 시스템)

  • Gu, Bon-Gwan;Jung, Chul-Hee;Lee, Jae-Yun;Cho, Sun-Young;Lee, Myeong-Won
    • The KIPS Transactions:PartA
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    • v.17A no.6
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    • pp.281-288
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    • 2010
  • In this paper, we describe the development of a system for generating a 3-dimensional human face using 3D scanned facial data and photo images, and morphing animation. The system comprises a facial feature input tool, a 3-dimensional texture mapping interface, and a 3-dimensional facial morphing interface. The facial feature input tool supports texture mapping and morphing animation - facial morphing areas between two facial models are defined by inputting facial feature points interactively. The texture mapping is done first by means of three photo images - a front and two side images - of a face model. The morphing interface allows for the generation of a morphing animation between corresponding areas of two facial models after texture mapping. This system allows users to interactively generate morphing animations between two facial models, without programming, using 3D scanned facial data and photo images.

A Three-Dimensional Facial Modeling and Prediction System (3차원 얼굴 모델링과 예측 시스템)

  • Gu, Bon-Gwan;Jeong, Cheol-Hui;Cho, Sun-Young;Lee, Myeong-Won
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.1
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    • pp.9-16
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    • 2011
  • In this paper, we describe the development of a system for generating a 3-dimensional human face and predicting it's appearance as it ages over subsequent years using 3D scanned facial data and photo images. It is composed of 3-dimensional texture mapping functions, a facial definition parameter input tool, and 3-dimensional facial prediction algorithms. With the texture mapping functions, we can generate a new model of a given face at a specified age using a scanned facial model and photo images. The texture mapping is done using three photo images - a front and two side images of a face. The facial definition parameter input tool is a user interface necessary for texture mapping and used for matching facial feature points between photo images and a 3D scanned facial model in order to obtain material values in high resolution. We have calculated material values for future facial models and predicted future facial models in high resolution with a statistical analysis using 100 scanned facial models.

A Study on Human-Robot Interaction Trends Using BERTopic (BERTopic을 활용한 인간-로봇 상호작용 동향 연구)

  • Jeonghun Kim;Kee-Young Kwahk
    • Journal of Intelligence and Information Systems
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    • v.29 no.3
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    • pp.185-209
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    • 2023
  • With the advent of the 4th industrial revolution, various technologies have received much attention. Technologies related to the 4th industry include the Internet of Things (IoT), big data, artificial intelligence, virtual reality (VR), 3D printers, and robotics, and these technologies are often converged. In particular, the robotics field is combined with technologies such as big data, artificial intelligence, VR, and digital twins. Accordingly, much research using robotics is being conducted, which is applied to distribution, airports, hotels, restaurants, and transportation fields. In the given situation, research on human-robot interaction is attracting attention, but it has not yet reached the level of user satisfaction. However, research on robots capable of perfect communication is steadily being conducted, and it is expected that it will be able to replace human emotional labor. Therefore, it is necessary to discuss whether the current human-robot interaction technology can be applied to business. To this end, this study first examines the trend of human-robot interaction technology. Second, we compare LDA (Latent Dirichlet Allocation) topic modeling and BERTopic topic modeling methods. As a result, we found that the concept of human-robot interaction and basic interaction was discussed in the studies from 1992 to 2002. From 2003 to 2012, many studies on social expression were conducted, and studies related to judgment such as face detection and recognition were conducted. In the studies from 2013 to 2022, service topics such as elderly nursing, education, and autism treatment appeared, and research on social expression continued. However, it seems that it has not yet reached the level that can be applied to business. As a result of comparing LDA (Latent Dirichlet Allocation) topic modeling and the BERTopic topic modeling method, it was confirmed that BERTopic is a superior method to LDA.

Binding modes of artemisinin to malarial TCTP demonstrated by computer modeling

  • Chai, Jin-Sun;Kim, Choon-Mi
    • Proceedings of the PSK Conference
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    • 2002.10a
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    • pp.315.2-315.2
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    • 2002
  • The translationally controlled tumor-associated proteins (TCTPs) are a highly conserved and abundantly expressed family of eukaryotic proteins that are implicated in both cell growth and human acute allergic response but whose intracellular biochemical function has remained elusive. There are reports that antimalarial drug, artemisinin. binds to Plasmodium falciparum TCTP. however, its 3D structure has not been known. (omitted)

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Design and Implementation of Realtime 3D Sight Simulation System on Internet (인터넷상에서 실시간 3차원 경관시뮬레이션 시스템의 설계 및 구현)

  • Kim, Byeong-Su;Lee, Ji-Hyeong;Im, Chang-Yeong
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.7
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    • pp.1738-1748
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    • 1999
  • Recent simulation tools combine the 3-dimensional graphic technique to implement the 3D visualization of the objects in the 2-Dimensional computer display. In this paper, a sight simulation tool is implemented using the recent 3D techniques. The proposed sight simulator can be applied to improve the human environment with the harmony of the nature. The system is consisted of modules for topography, object, and navigation. A sight database for the sight elements(objects) is implemented using Java. Combined with Java, VRML, which is considered as the standard for 3D virtual reality in the Internet is used to implement EAI(External Authoring Interface). EAI allows the users to communicate with a VRML scene.

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The Measurement of Femoral Neck Anteversion by 3D Modeling of Femoral Major Axes (대퇴골 주요축의 3차원 모델링에 의한 전염각의 측정)

  • Kim, Jun-Sik;Kim, Seon-Il
    • Journal of Biomedical Engineering Research
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    • v.19 no.4
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    • pp.341-350
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    • 1998
  • The accurate measurement of the femoral anteversion is important for the derotational osteotomy. To estimate femoral anteversion, following three major parameters are required; the neck axis, the long axis, and the knee axis. Conventional methods on the basis of 2D images are ambiguous to determine these major axes. As the femur has a complex 3 dimensional structure, the 3 dimensional model should be applied for accurate and reliable measurement of femoral anteversion. In this thesis, we model femur and define three parameters. The neck axis is defined from the femoral head and neck model. The long axis is determined from the cylindrical model of the femoral shaft. The knee axis is also determined from the model of femoral condyles. According to the definition of the femoral anteversion, the femoral anteversion is efficiently estimated from these models. 20 specimens were tested by the conventional 2D imaging method and 3D imaging method witch was developed by authors and the new 3D modeling method. The study provides accurate, fast and human factor free measurement for femoral anteversion.

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Analysis of Human Body Channel Based on Impulse Response Signals (임펄스 응답 신호를 이용한 인체 채널 분석)

  • Kang, Taewook;Lee, Jae-Jin;Oh, Wangrok
    • Journal of IKEEE
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    • v.26 no.1
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    • pp.36-42
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    • 2022
  • This study presents an analysis of the human body channel as an electric signal path using body impulse response (BIR). The human body communications (HBC) has recently emerged as an effective signal transmission method to create wireless body area networks (WBAN). We provide body channel characteristics based on measured BIR in a proper experimental environment for the HBC using capacitive coupling with a customized channel sounding device, which can be applied as a guideline for the HBC system design. The frequency response of the BIR, extracted by a customized signal processing for the measure signals, shows the channel path loss (CPS) between 0 MHz and 100 MHz with an average CPS of approximately 46.8 dB. In addition, the relative noise power distributions can provide estimations on the signal to noise ratio at the HBC receiver in terms of capacitor and resistor values in the measured frequency band and the frequency band lower than 3 MHz considering the baseband signal detection.

A Case Study on Collaborations in 3D Printing Fashion (3D 프린팅 패션에 나타난 콜라보레이션(Collaboration) 사례연구)

  • Park, Suyeon;Yoo, Youngsun
    • Journal of the Korean Society of Costume
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    • v.66 no.7
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    • pp.124-138
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    • 2016
  • The present study observes collaboration methods in which 3D printing was a part of the fashion manufacturing process, expression methods of such cases, and their ripple effects. As a result, the three types of collaborations between fashion designers and other industry fields, fashion brands and 3D printing companies, and fashion designers and artists. Case analysis results and ripple effects found according to each collaboration method were as follows. First, in collaborations found were between fashion designers and other industry fields, 3D printed fashion works with futuristic images were seen through the fusion of future industries, which claim to support cutting edge digital technology, and creative fashion design. As they were mainly collaborations between automobile industries with cutting edge images or digital related industries and fashion designers, they were expressed as a new form of experimental clothing, and were used as strategies to improve future corporate images of the high tech industry. Second, in collaborations between fashion brands and 3D printing technology businesses, the sporting good brands and the shoe industry attempted to let their products be known through the promotion of functional material or ergonomic technology. While they emphasize practicality by mainly using flexible material, they were mainly proposed as functional sporting goods for famous players or as shoe accessories, so methods are still used for public distribution as brand promoting marketing strategies. Third, with collaborations between fashion designers and artists, creative pieces were shown through the grafting of 3D printing technology, the artistry of artists, and the experimentation of fashion designers. In particular, the innovative value of fashion as art was created through the union of the artistic 3D modeling technology support of artists and the creativity of designers. Like this, 3D printing fashion can graft the cutting edge nature of fashion to other industry fields through collaborations, enhancing pacesetting images, and in the fashion field, it can improve possibilities for innovations in the fashion industry through the support of 3D printing technology businesses and artists, raising expectations towards future human living.