• 제목/요약/키워드: Immersion Method

검색결과 627건 처리시간 0.022초

디지털 패션영상에 나타난 가상성 연구 (Virtuality in Digital Fashion Images)

  • 김향자;김영삼
    • 한국의류학회지
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    • 제39권2호
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    • pp.233-246
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    • 2015
  • Focus on Digital Fashion Image, the conceptual framework for the thesis is established from Virtuality in Digital Art. Formative characteristics and aesthetic characteristics were studied by classifying the Digital Fashion Image applied and expressed by digital media and technology. A detective research method was used for a case study. A literature study for case-by-case data was analyzed with focus on the works expressing fashion that utilized digital media and technology since the 2000s. Through this study, the Digital revolution has created the socio-cultural impact of a Virtual representation to implement technology and fashion culture that finds ways to take advantage of the image shown in a Digital Fashion Media by understanding Virtuality. The results are as follows. First, it was a re-formation of the fashion culture through the experience of virtuality with mental zone parameters between the media 'Mediation Code'. Reflect the reality of the virtual environment as represented by a cultural image of fashion brands and fashion that reset the team relationship and formed a Homo Ludens cultural code. Second, 'Interactive Exchange' acts on the exchange interaction between the method of digital technology, the human and the machine as well as the technical interoperability of network elements and techniques. This exchange is applied to fashion images that express emotion. Forming personalized fashion items and the user interactively storage that expresses the interactive exchange to forward the identity of the emotional fashion by a change in the message delivery system fashion. Third, the emphasis on intuitive artistic expression 'Synesthesia Immersion' induces a sense of immersion and excitement through the fusion of the interconnected. Enhance a visual image in fashion sensory representation and maximize a tactile and visual virtual reality involvement.

Development of a 3-D Immersion Type Training Simulator

  • Jung, Young-Beom;Park, Chang-Hyun;Jang, Gil-Soo
    • KIEE International Transactions on Power Engineering
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    • 제4A권4호
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    • pp.171-177
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    • 2004
  • In the current age of the information oriented society in which we live, many people use PCs and are dependant on the databases provided by the network server. However, online data can be missed during the occurrence of a blackout and furthermore, power failure can greatly effect Power Quality. This has resulted in the trend of using interruption-free live-line work when trouble occurs in a power system. However, 83% of the population receives an electric shock experience when a laborer is performing interruption-free live-line work. In the interruption-free method, education and training problems have been pinpointed. However, there are few instructors to implement the necessary training. Furthermore, the trainees undergo only a short training period of just 4 weeks. In this paper, to develop a method with no restrictions on time and place and to ensure a reduction in the misuse of materials, immersion type virtual reality (or environment) technology is used. The users of a 3D immersion type VR training system can interact with the system by performing the equivalent action in a safe environment. Thus, it can be valuable to apply this training system to such dangerous work as 'Interruption-free live-line work exchanging COS (Cut-Out-Switch)'. In this program, the user carries out work according to instructions displayed through the window and speaker and cannot perform other tasks until each part of the task is completed in the proper sequence. The workers using this system can utilize their hands and viewpoint movement since they are in a real environment but the trainee cannot use all parts and senses of a real body with the current VR technology. Despite these weak points, when we consider the trends of improvement in electrical devices and communication technology, we can say that 3D graphic VR application has high potentiality.

고문헌 보존처리의 클리닝 방법에 따른 인공열화지 물성 변화 - 침적 습식클리닝을 중심으로 - (The Change of Physical Properties of Artificial aging Paper in the Cleaning Process for the Conservation Treatment of Historical Paper Documents - Focusing on Immersion Wet Cleaning -)

  • 정선화;조안나
    • 헤리티지:역사와 과학
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    • 제46권1호
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    • pp.228-237
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    • 2013
  • 지류문화재는 유기질이라는 재질의 특성상 시간이 지나면서 여러 가지 복합적인 손상인자(물리적 화학적 생물학적 인위적 원인)에 의해 유물의 보존성에 영향을 받고 있다. 그리하여 그 손상 정도에 따라 적절한 보존처리를 실시하게 되는데 그중 유물의 오염원을 제거하는 습식클리닝 처리가 지류문화재를 구성하는 주 원료인 한지의 재질에 미치는 영향을 분석해 보고자 본 연구를 실시하였다. 분석방법은 공시재료로 인공열화지를 사용하였고 습식클리닝(침적식)을 적용하여 처리 전 후의 색차와, 내절강도를 분석하였다. 분석결과 습식클리닝(침적식)에 의한 색도의 변화와 내절강도는 30분 침적을 2회 반복 처리하였을 때 가장 높은 수치를 나타냈다. 따라서 이때가 클리닝의 효율과 재질의 안정성이 가장 양호함을 알 수 있었다.

Goal-oriented Movement Reality-based Skeleton Animation Using Machine Learning

  • Yu-Won JEONG
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권2호
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    • pp.267-277
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    • 2024
  • This paper explores the use of machine learning in game production to create goal-oriented, realistic animations for skeleton monsters. The purpose of this research is to enhance realism by implementing intelligent movements in monsters within game development. To achieve this, we designed and implemented a learning model for skeleton monsters using reinforcement learning algorithms. During the machine learning process, various reward conditions were established, including the monster's speed, direction, leg movements, and goal contact. The use of configurable joints introduced physical constraints. The experimental method validated performance through seven statistical graphs generated using machine learning methods. The results demonstrated that the developed model allows skeleton monsters to move to their target points efficiently and with natural animation. This paper has implemented a method for creating game monster animations using machine learning, which can be applied in various gaming environments in the future. The year 2024 is expected to bring expanded innovation in the gaming industry. Currently, advancements in technology such as virtual reality, AI, and cloud computing are redefining the sector, providing new experiences and various opportunities. Innovative content optimized for this period is needed to offer new gaming experiences. A high level of interaction and realism, along with the immersion and fun it induces, must be established as the foundation for the environment in which these can be implemented. Recent advancements in AI technology are significantly impacting the gaming industry. By applying many elements necessary for game development, AI can efficiently optimize the game production environment. Through this research, We demonstrate that the application of machine learning to Unity and game engines in game development can contribute to creating more dynamic and realistic game environments. To ensure that VR gaming does not end as a mere craze, we propose new methods in this study to enhance realism and immersion, thereby increasing enjoyment for continuous user engagement.

SI 機關용 電子制御 燃料噴射노즐의 過渡的 現象 (The Transient Phenomena of Fuel Injection Nozzle for Electronic Control SI Engines)

  • 김신구;김덕줄;이충원
    • 대한기계학회논문집
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    • 제12권2호
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    • pp.308-318
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    • 1988
  • 본 연구에서는 가압된 액체를 가류실에 접선방향으로 도입하게 함으로써 선회운동에 의하여 미립화를 시키도록 스크류형의 선회분사 노즐을 설계제작하였다.

Material Characterization of Weld-Zone Using Poisson's Ratio Distribution

  • Park, Jin-Ha;Kim, Young-H.;Lee, Seung-S.;Kim, Young-Gil
    • 비파괴검사학회지
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    • 제29권6호
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    • pp.586-590
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    • 2009
  • Poisson's ratio, one of elastic constants of elastic solids, has not attracted attention due to its narrow range and difficult measurement. Transverse wave velocity as well as longitudinal wave velocity should be measured for nondestructive measurement of Poisson's ratio. Rigid couplants for transverse wave is one of obstacle for scanning over specimen. In the present work, a novel measurement of Poisson's ratio distribution was applied. Immersion method was employed for the scanning over the specimen. Echo signals of normal beam longitudinal wave were collected, and transverse wave modes generated by mode conversion were identified. From transit time of longitudinal and transverse waves, Poisson's ratio was determined without the information of specimen thickness. Poisson's ratio distribution of the carbon steel weldment was mapped. Heat affected zone of the weldment was clearly distinguished from base and filler metals.

Effects of plasma Immersion ion Implanted and deposited layer on Adhesion Strength of DLC film

  • Yi Jin-Woo;Kim Jong-KuK;Kim Seock-Sam
    • 한국윤활학회:학술대회논문집
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    • 한국윤활학회 2004년도 학술대회지
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    • pp.301-305
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    • 2004
  • Effects of ion implantation on the adhesion strength of DLC film as a function of ion doses and implanted energies were investigated. Ti ions were implanted on the Si-wafer substrates followed by DLC coating using ion beam deposition method. Adhesion strength of DLC films were determined by scratch adhesion tester. Morphologies and compositional variations at the different ion energies and doses were observer by Laser Microscope and Auger Electron Spectroscopy, respectively. From results of scratch test, the adhesion strength of films was improved as increasing ion implanted energy, however there was no significant evidence with ion dose.

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Plasma-immersion ion Deposition of Hydrogenated Diamond-like Carbon Films on Dielectric Substrates

  • Kon;Chun, Hui-Gon;Cho, Tong-Yul;Nikolay S. Sochugov;You, Yong-Zoo
    • Journal of Korean Vacuum Science & Technology
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    • 제6권4호
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    • pp.143-148
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    • 2002
  • Method of plasma-immersion ion deposition of hydrogenated DLC films on relatively thick flat dielectric substrates from plasma of not-self-sustained low-pressure gas arc discharge is suggested. Coating properties have been investigated experimentally, average energy Per a deposited carbon atom depending on discharge current has been calculated. Optimum deposition parameters lot obtaining sufficiently hard and transparent high-adhesive a-C:H films on a 4-mm thick glass substrates have been determined. Possibility to use these coatings for photo-tools protection from abrasion wear at low operating loads is shown in general.

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Corrosion Behavior of Arc Weld and Friction Stir Weld in Al 6061-T6 Alloys

  • Yoon, Byoung-Hyun;Kim, Heung-Ju;Chang, Woong-Seong;Kweon, Young-Gak
    • Corrosion Science and Technology
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    • 제5권6호
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    • pp.196-200
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    • 2006
  • For the evaluation of corrosion resistance of Al 6061-T6 alloy, Tafel method and immersion test was performed with Friction Stir Weld(FSW) and Gas Metal Arc Weld(GMAW). The Tafel and immersion test results indicated that GMA weld was severely attacked compared with those of friction stir weld. It may be mainly due to the galvanic corrosion mechanism act on the GMA weld.

산성비 분위기에서 교량용 강재 SWS400의 용접부 부식에 관한 연구 (A study of corrosion of welded bridge steel SWS400 in the acid-rain environment)

  • 정원석;김정구;이병훈
    • Journal of Welding and Joining
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    • 제15권5호
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    • pp.124-133
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    • 1997
  • Corrosion behavior of welded SWS400 steel used for bridges was studied in a range of the acid-rain environment using immersion, potentiodynamic polartization, polarization resistance, and galvanic corrosion tests. The SWS400 steel exhibited active corrosion behavior in the range of acid-rain environment, i.e. no passivation. As the results of immersion corrosion test, Tafel extrapolation method, and polarization resistance measurement, the average corrosion rats of the steels were 0.31-0.72 mm/year in the pH of 4-5, and 0.17 mm/yera in the pH 6, respectively. The steel showed a resistance to corrosion in the pH 6. The observed active behavior of SWS400 steel in chloride-containing environment indicated that the chloride ions exerts a detrimental influence on the formation of passive films. Galvanic corrosion was observed between the weld and the base metals because the weld is anodic to the base metal.

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