• Title/Summary/Keyword: Interactive Blocks

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A Study on the Development of a Three Dimensional Structured Finite Elements Generation Code (3차원 정렬 유한요소 생성 코드 개발에 대한 연구)

  • Kim, Jin-Whan
    • Journal of Ocean Engineering and Technology
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    • v.13 no.1 s.31
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    • pp.11-17
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    • 1999
  • A three dimensional finite element generation code has been developed attaching simple blocks. Block can be either a quadrature or a cube depending on the dimension of a subject considered. Finite element serendipity basis functions are employed to map elements between the computational domain and the physical domain. Elements can be generated with wser defined progressive ratio for each block. For blocks to be connected properly, a block should have a consistent numbering scheme for vertices, side nodes, edges and surfaces. In addition the edge information such as the number of elements and the progressive ratio for each direction should also be checked for interfaces to have unique node numbers. Having done so, user can add blocks with little worry about the orientation of blocks, Since the present the present code has been written by a Visual Basic language, it can be developed easily for a user interactive manner under a Windows environment.

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Motion Patches (모션 패치)

  • Choi, Myung-Geol;Lee, Kang-Hoon;Lee, Je-Hee
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.1_2
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    • pp.119-127
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    • 2006
  • Real-time animation of human figures in virtual environments is an important problem in the context of computer games and virtual environments. Recently, the use of large collections of captured motion data have added increased realism in character animation. However, assuming that the virtual environment is large and complex, the effort of capturing motion data in a physical environment and adapting them to an extended virtual environment is the bottleneck for achieving interactive character animation and control. We present a new technique for allowing our animated characters to navigate through a large virtual environment, which is constructed using a small set of building blocks. The building blocks can be tiled or aligned with a repeating pattern to create a large environment. We annotate each block with a motion patch, which informs what motions are available for animated characters within the block. We demonstrate the versatility and flexibility of our approach through examples in which multiple characters are animated and controlled at interactive rates in large, complex virtual environments.

The Development of Interactive Artificial Intelligence Blocks for Image Classification (이미지 분류를 위한 대화형 인공지능 블록 개발)

  • Park, Youngki;Shin, Youhyun
    • Journal of The Korean Association of Information Education
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    • v.25 no.6
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    • pp.1015-1024
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    • 2021
  • There are various educational programming environments in which students can train artificial intelligence (AI) using block-based programming languages, such as Entry, Machine Learning for Kids, and Teachable Machine. However, these programming environments are designed so that students can train AI through a separate menu, and then use the trained model in the code editor. These approaches have the advantage that students can check the training process more intuitively, but there is also the disadvantage that both the training menu and the code editor must be used. In this paper, we present a novel artificial intelligence block that can perform both AI training and programming in the code editor. While this AI block is presented as a Scratch block, the training process is performed through a Python server. We describe the blocks in detail through the process of training a model to classify a blue pen and a red pen, and a model to classify a dental mask and a KF94 mask. Also, we experimentally show that our approach is not significantly different from Teachable Machine in terms of performance.

Interactive System of Computational Grid Generation for Aerodynamic Design of Axial Flow Compressors (축류압축기의 공력설계를 위한 대화형 계산격자점 생성 프로그램 개발)

  • Chung, Hee-Taeg
    • The KSFM Journal of Fluid Machinery
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    • v.1 no.1 s.1
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    • pp.7-16
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    • 1998
  • An interactive mode of grid generation system has been developed for a Navier-Stokes design procedure of axial flow compressors. The present grid generator adopts the multiblock H-grid structure, which simplifies the creation of computational grids about complex turbomachinery geometries and facilitate the manipulation of multiple grid blocks for multirow flow fields. The numerical algorithm adopts the combination of the algebraic and elliptic method to create the internal grids efficiently and quickly. The system consists of four separated modules, which are linked together with a common graphical user interface. The system input is made of the results of the preliminary design. The final grids generated from each module of the system are used as the preprocessor for the performance prediction of the two-or three-dimensional flow simulation inside the blade passage. Application to the blade design of the LP compressor was demonstrated to be very reliable and practical in support of design activities. This customized system are coupled strongly with the design procedure of the turbomachinery cascades using the Navier-Stokes technique.

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Design of the Fuel Cell Powered Line-Interactive UPS System (연료전지 시스템을 이용한 Line-Interactive 방식의 무정전 전원 공급 장치의 설계)

  • Choi, Woo-Jin;Jeon, Hee-Jong
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.18 no.6
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    • pp.205-212
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    • 2004
  • In this paper the design of a 1-[KVA] fuel cell powered line-interactive UPS system employing modular (fuel cell & DC/DC converter) blocks is proposed. The proposed system employs the two fuel cell modules along with suitable DC/DC converters and these modules share the DC-Link of the DC/AC inverter. A supercapacitor module is also employed to compensate for the instantaneous power fluctuations and to overcome the slow dynamics of the fuel processor. The energy stored in the supercapacitor can also be utilized to handle the overload conditions for a short time period. Due to the absence of batteries, the system satisfies the demand for an environmentally friendly and dean source of the energy. A complete design example illustrating the amount of hydrogen storage required for 1hr power outage, and sizing of supercacpacitor for transient load demand is presented for a 1-[KVA] UPS.

Compression and Visualization Techniques for Time-Varying Volume Data (시변 볼륨 데이터의 압축과 가시화 기법)

  • Sohn, Bong-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.3
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    • pp.85-93
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    • 2007
  • This paper describes a compression scheme for volumetric video data(3D space X 1D time) there each frame of the volume is decompressed and rendered in real-time. Since even one frame size of volume is very large, runtime decompression can be a bottleneck for real-time playback of time-varying volume data. To increase the run-time decompression speed and compression ratio, we decompose the volume into small blocks and only update significantly changing blocks. The results show that our compression scheme compromises decompression speed and image quality well enough for interactive time-varying visualization.

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A Fast Volume Rendering Algorithm for Virtual Endoscopy

  • Ra Jong Beom;Kim Sang Hun;Kwon Sung Min
    • Journal of Biomedical Engineering Research
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    • v.26 no.1
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    • pp.23-30
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    • 2005
  • 3D virtual endoscopy has been used as an alternative non-invasive procedure for visualization of hollow organs. However, due to computational complexity, this is a time-consuming procedure. In this paper, we propose a fast volume rendering algorithm based on perspective ray casting for virtual endoscopy. As a pre-processing step, the algorithm divides a volume into hierarchical blocks and classifies them into opaque or transparent blocks. Then, in the first step, we perform ray casting only for sub-sampled pixels on the image plane, and determine their pixel values and depth information. In the next step, by reducing the sub-sampling factor by half, we repeat ray casting for newly added pixels, and their pixel values and depth information are determined. Here, the previously obtained depth information is utilized to reduce the processing time. This step is recursively performed until a full-size rendering image is acquired. Experiments conducted on a PC show that the proposed algorithm can reduce the rendering time by 70- 80% for bronchus and colon endoscopy, compared with the brute-force ray casting scheme. Using the proposed algorithm, interactive volume rendering becomes more realizable in a PC environment without any specific hardware.

A Data Driven Motion Generation for Driving Simulators Using Motion Texture (모션 텍스처를 이용한 차량 시뮬레이터의 통합)

  • Cha, Moo-Hyun;Han, Soon-Hung
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.31 no.7 s.262
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    • pp.747-755
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    • 2007
  • To improve the reality of motion simulator, the method of data-driven motion generation has been introduced to simply record and replay the motion of real vehicles. We can achieve high quality of reality from real samples, but it has no interactions between users and simulations. However, in character animation, user controllable motions are generated by the database made up of motion capture signals and appropriate control algorithms. In this study, as a tool for the interactive data-driven driving simulator, we proposed a new motion generation method. We sample the motion data from a real vehicle, transform the data into the appropriate data structure(motion block), and store a series of them into a database. While simulation, our system searches and synthesizes optimal motion blocks from database and generates motion stream reflecting current simulation conditions and parameterized user demands. We demonstrate the value of the proposed method through experiments with the integrated motion platform system.

A Case Study on Assembly Block Operations Management at Shipyard (조선 조립블록 운영관리에 관한 사례연구)

  • Park, Chang-Kyu;Seo, Jun-Yong
    • Korean Management Science Review
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    • v.23 no.2
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    • pp.175-185
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    • 2006
  • How to efficiently manage assembly blocks at shipyard has been a hot management issue in the shipbuilding Industry, because it has significantly influenced on the productivity of shipbuilding process. This paper introduces the real practice of assembly block operations management in Hyundai Heavy Industries (HHI) and the Ship Assembly Block Operations Optimization (SABOO) project that h3s been launched in HHI as an academy-and-industry collaborative project, aimed to diagnose problems, propose possible solutions, and develop a prototype system in order to search ways of improving the assembly block operations management. Through the field interviews, observations, and benchmarking studies, the SABOO project diagnosed the most rudimental and urgent problem and proposed possible solutions. In addition, the SABOO project developed the prototype system that embodied the visual function of monitoring the shipyard on a real-time and the Interactive block assignment function that utilized the assembly block assignment algorithm developed by the project. As a whole, the SABOO project tested the possibility and gained an insight in extending the functions of block transportation/stockyard management system.

Augmented Reality based Interactive Storyboard System (증강현실 기반의 인터랙티브 스토리보드 제작 시스템)

  • Park, Jun
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.2
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    • pp.17-22
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    • 2007
  • In early stages of film or animation production, storyboard is used to visually describe the outline of a story. Drawings or photographs, as well as the texts, are employed for character / item placements and camera pose. However, commercially available storyboard tools are mainly drawing and editing tools, not providing functionality for item placement and camera control. In this paper, an Augmented Reality based storyboard tool is presented, which provides an intuitive and easy-to-use interface for storyboard development. Using the presented tool, non-expert users may compose 30 scenes in his or her real environments through tangible building blocks which are used to fetch corresponding 3D models and their pose.

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