• Title/Summary/Keyword: Repetitive tasks

Search Result 142, Processing Time 0.026 seconds

Research on Creative Expression Utilizing AI Technology in 3D Animation Production

  • Chenghao Wang;Jeanhun Chung
    • International journal of advanced smart convergence
    • /
    • v.13 no.2
    • /
    • pp.148-153
    • /
    • 2024
  • This article embarks on an exploration of how the burgeoning landscape of AI technology is reshaping and augmenting creative expression within the realm of 3D animation. As AI continues to evolve and mature, its integration into the process of 3D animation creation has become an increasingly focal point of investigation and analysis. The article undertakes a comprehensive examination of the myriad applications of AI within the domain of 3D animation, shedding light on its multifaceted contributions to various aspects of the creative process. Furthermore, it delves into the transformative impact that AI technology has on enhancing creative expression within 3D animation, particularly through increased productivity, personalized content creation, and the expansion of creative boundaries. By automating repetitive and time-consuming tasks inherent in traditional production methods, AI liberates artists and animators to unleash their creative ingenuity and push the boundaries of their craft. Through empirical research and case studies, the article elucidates how AI serves as a catalyst for innovation, fostering a conducive environment for the exploration of novel techniques and artistic styles.

Interface Establishment between Reinforcement Learning Algorithm and External Analysis Program for AI-based Automation of Bridge Design Process (AI기반 교량설계 프로세스 자동화를 위한 강화학습 알고리즘과 외부 해석프로그램 간 인터페이스 구축)

  • Kim, Minsu;Choi, Sanghyun
    • Journal of the Computational Structural Engineering Institute of Korea
    • /
    • v.34 no.6
    • /
    • pp.403-408
    • /
    • 2021
  • Currently, in the design process of civil structures such as bridges, it is common to make final products by repeating the process of redesigning, if the initial design is found to not meet the standards after a structural review. This iterative process extends the design time, and causes inefficient consumption of engineering manpower, which should be put into higher-level design, on simple repetitive mechanical work. This problem can be resolved by automating the design process, but the external analysis program used in the design process has been the biggest obstacle to such automation. In this study, we constructed an AI-based automation system for the bridge design process, including an interface that could control both a reinforcement learning algorithm, and an external analysis program, to replace the repetitive tasks in the current design process. The prototype of the system built in this study was developed for a 2-span RC Rahmen bridge, which is one of the simplest bridge systems. In the future, it is expected that the developed interface system can be utilized as a basic technology for linking the latest AI with other types of bridge designs.

Improvement of the Evaluation Method for VE Alternatives using the Risk Assessment Process (리스크 평가절차 도입을 통한 VE 대안 평가방법 개선)

  • Park, Jin-Ho;Jin, Zheng-xun;Hyun, Chang-taek;Kim, Hyun-joo;Kwon, Suk-hyun
    • Korean Journal of Construction Engineering and Management
    • /
    • v.19 no.5
    • /
    • pp.32-42
    • /
    • 2018
  • Since the success or failure of VE projects depends on the capabilities of participants, including owners, construction managers, architects, general contractors and VE experts, it is important to follow systematic procedures. However, it is often the case that only a rough evaluation is performed, or the rough and detailed evaluations are integrated in actual VE tasks. In this case, it is difficult to analyze and evaluate the alternatives in terms of risk, even for the important alternatives. This in turn leads to the so-called returning alternatives where the alternatives proposed in the preceding stage are returned to the original plans in the following stage, and thus the repetitive work for the alternatives often decreases the efficiency of the VE task. In this regard, this study proposed a risk assessment process for VE alternatives in order to minimize the occurrence of returning alternatives based on the systematic analysis and evaluation of VE alternatives. It will increase the efficiency of VE tasks by reduces the number of regression alternatives.

Effects of Acute Transcranial Direct Current Stimulation on Muscle Endurance of the Lower Extremities for Young Healthy Adults (일회성 경두개 직류전기자극(tDCS) 적용이 젊은 성인의 하지 근지구력에 미치는 영향)

  • Park, Shin-Young;Ko, Do-Kyung;Jeong, Hyeong Do;Lee, Hanall;Lee, Hyungwoo;Kim, Chanki;An, Seungho;Kim, Jiyoung;Moon, Bosung;Son, Jee-Soo;Lee, Dohyeon;Lee, Eui-Young;Lee, Ju Hak;Im, Seungbin;Tan, Yuan;Jeon, Kyoungkyu;Kang, Nyeonju
    • Korean Journal of Applied Biomechanics
    • /
    • v.32 no.3
    • /
    • pp.94-102
    • /
    • 2022
  • Objective: The purpose of this study was to investigate the effect of acute transcranial direct current stimulation (tDCS) on the isokinetic muscular endurance of the lower extremity for young adults. Method: Thirteen young adults performed isokinetic fatigue tasks for two experimental conditions including real tDCS and sham stimulation protocols. Before and after the task, the tensiomyography was used for evaluating muscle contraction characteristics of vastus medialis and semitendinosus. Paired t-test was performed to compare the fatigue index, changes in maximum radial displacement (∆Dm), delay time (∆Tc), and velocity of contraction (∆Vc) between tDCS conditions. Results: We found no significant differences in the fatigue index between real and sham conditions. In addition, the analyses identified no significant different values of ∆Dm, ∆Tc, and ∆Vc in the vastus medialis and semitendinosus between real and sham conditions. Conclusion: These findings suggest that the tDCS protocols may have no acute effect on lower limb muscle endurance for young adults. Future studies should consider the long-term effects of repetitive tDCS sessions, various stimulation positions, exercise tasks, and participant characteristics to more clearly understand the effect of tDCS on muscle endurance of lower extremities.

Prototyping a BIM-enabled Design Tool for the Auto-arrangement of Interior Design Panels - Based on the Pattern Extraction of Bitmap Image Pixels and its Representation - (BIM기반 설계를 지원하는 인테리어 패널 자동배치 도구 프로토타입 구현 - 비트맵 이미지 픽셀 패턴의 추출과 패널 표현을 중심으로 -)

  • Huang, JinHua;Kim, HaYan;Lee, Jin-Kook
    • Design Convergence Study
    • /
    • v.15 no.5
    • /
    • pp.71-83
    • /
    • 2016
  • Interior panels are usually used in finishing of interior walls for not only decorative effects but also information transfer. According to designer's design placing interior panels may need repetitive tasks and the emphasis of this paper is to support an automation of these tasks. Considering the utilization characteristics of interior panels, we propose three method to present patterns by using bitmap image pixels and interior panels' shape changes, based on the theoretical consideration. In addition, in order to approve the possibility of the proposed methods, we have implemented the BIM based interior panels auto layout tool which applied one of the three methods to present patterns by using bitmap image pixel values and panel identification attributes. This tool also supports auto generation of quantity and panel arrangement sequence information that will be used in future construction phase. We expect that this approach will also be used in other decorative objects which require repetition of the basic units, such as floor tiles.

Identification of the Relationship between Surface Variations of Lower Body Parts by Movement Using 3D Scan Data - A Focus on Women Aged 20 to 24 Years - (3D 스캔데이터를 활용한 동작에 따른 하반신 주요 부위별 체표면 변화 및 상관관계 - 20-24세 여성을 중심으로 -)

  • Lee, So-Young;Kim, Ji Min
    • Journal of the Korean Society of Costume
    • /
    • v.67 no.3
    • /
    • pp.81-98
    • /
    • 2017
  • The purpose of this study is to provide basic information for the development of pants patterns with a high level of fit and comfort through calculating surface variations of lower body parts by movement, grouping them into factors, and analyzing how their surface variations link to one another. The achieved results will help determine essential elements for constructing pants patterns, such as key measurements of lower body parts, the amount of ease values and selection of fabrics, which should be taken into consideration for allowing better movement in clothing. The study required lower body 3D scanning of women for analysis, and 13 women between the ages of 20-24 participated in the scanning, which was done by using Artec Eva 3D scanner. Their scanned data were digitalized and converted to measure the values of their lower body surface length and girth in pre-determined positions such as walking, stair climbing and sitting on a chair. These measurements have been statistically analyzed through SPSS 21.0 to obtain the average amounts and rates of extension for each of the measurement item. Some of the highlighted study results are as follows: The surface length and girth measurements were grouped into 4 factors based on their average extension rates. The results from correlation analysis between measurement items within each factor demonstrated that common items linked to all the changes in the values of other items in the three movements. But in most cases, items were not always correlated with each other for different movements. The results also showed that there were correlations between girth measurements, length measurements, and girth and length measurements. Therefore, key measurements for daily pants should be determined within reasonable estimations between relevant measurement items, while the measurements for work pants, which often withstand certain postures or repetitive movements, may require measurement items that are appro priate for, and closely related to, certain movements or tasks.

The delay effect on reality in visual and haptic presentation (시-촉각 지연이 실감도에 미치는 영향)

  • Kim, Jong-Hwa;Whang, Min-Cheol;Kim, Young-Joo
    • Science of Emotion and Sensibility
    • /
    • v.11 no.2
    • /
    • pp.227-234
    • /
    • 2008
  • Graphic and sounds are mainly used for presenting digital content as general. It has been reported that the reality of digital contents was improved by adding haptic factor to the contents of graphic and sounds. Therefore, various haptic system have recently been developed for implementing haptic sensation into digital contents. However, the delay of haptic display sometimes happens due to low hardware performance and causes to deteriorate reality of digital contents. The delay effect on reality has been important to be determined for presenting digital contents with haptic system. Therefore, this study is to find the effect on user's cognition of digital contents evoking both visual and haptic sensation. Eight university students performed 4 repetitive tasks of pushing cube under the two conditions of visual and haptic delay. The delay time of each condition were set 0.5, 1.0, 2.0 and 4.0 second. As the result, both haptic and visual delay were negatively influenced user's recognition while visual delay showed more dominant effect on user's recognition than haptic delay.

  • PDF

A Study on the Placement of Game Objects using Space Syntax (3차원 공간 상에서 Space Syntax를 이용한 게임 객체 배치 연구)

  • Choi, Seung-Kwan;Kim, Dong-Hyun;Kim, Young-Ook
    • Journal of Korea Game Society
    • /
    • v.12 no.5
    • /
    • pp.43-56
    • /
    • 2012
  • The purpose of this research is to provide the rationality of placement of game objects using the space analysis for game map so that the game designers can find out the proper position for each object in the map. The significance of this research is beyond the limitations of the existing research using Space Syntax theory is confined to the analysis of the behavior of players in the map, this research suggest the method of the efficient placement of game objects in level design step. This paper as the worth of the industry is expected to be able to reduce the repetitive tasks that may occur during game level design steps. Through this, it is also expected by reducing game development period and development costs in accordance with the reasonable placement of game objects.

Research the Effects of Thoracic and Lumbar Support Fixtures on Forward Head Posture during Visual Display Terminal Work

  • Kim, Yeoung-Sung;Park, Han-Kyu;Park, Min-Chull
    • Journal of the Korean Society of Physical Medicine
    • /
    • v.11 no.3
    • /
    • pp.41-47
    • /
    • 2016
  • PURPOSE: Forward head posture (FHP) is one of the most common postural problems among white-collar workers who perform highly repetitive tasks in the same position. The aim of this study was to research the effects of thoracic and lumbar support fixtures on forward head posture (FHP) during visual display terminal (VDT) work. METHODS: The subjects were 36 healthy male students with no problems in their medical history or respiratory systems. The subjects were randomly assigned to three groups: control group (n=12), thoracic support fixtures (n=12), and lumbar support fixtures (n=12). We conducted a text typing task of the same content for 20 minutes, and evaluated the angles, including the craniovertebra angle (CVA), craniorotation angle (CRA) with photogrammetry. RESULTS: The thoracic and lumbar support fixture groups showed a statistically significant difference at the CVA and CRA to the control group (p<.05), and the post-hoc test showed an increase of the CVA and decrease of the CRA than the control group. However, when we compared the effects of thoracic and lumbar support fixtures on FHP, there was no significant difference in the difference in decrease of the CVA or increase of the CRA (p>.05). CONCLUSION: We determined that VDT work using thoracic and lumbar support fixtures has a positive effect on forward head posture in white-collar workers. Further studies are required to find the more effective location of support fixtures.

Characteristics of Muscle Strength and Posture among Automobile Parts Manufacturing Workers and the Necessity of the Musculoskeletal Injury Prevention Program (근골격계질환 예방프로그램의 필요성과 자동차 부품 제조업 근로자들의 근력과 자세의 특성 연구)

  • Kwon, Il-Ho;Shin, Won-Seob
    • Journal of the Korean Society of Physical Medicine
    • /
    • v.14 no.4
    • /
    • pp.173-181
    • /
    • 2019
  • PURPOSE: This study examined the necessity of a musculoskeletal injury-prevention program for automobile parts manufacturing workers by assessing the body composition, muscle strength, and posture according to sex and age. METHODS: Two hundred eighty-two workers (men, 218; women, 64; mean age, 38.97 years; and mean work tenure, 10.29 years) participated in this study. They completed a questionnaire on their general characteristics, excluding personal identification codes. The participants were evaluated for body composition, muscle strength, and posture using InBody, a hand dynamometer, and the Image J program through photography, respectively. An independent t-test and one-way analysis of the variance were used for the comparisons according to sex and age, respectively. RESULTS: Significant sex-related differences in muscle strength and grip force were observed (p<.05). In addition, the left-side pelvic inclination was significantly higher in the female participants than in the male participants (p<.05). Significant age-related differences in the skeletal muscle mass and muscle strength were observed around 40 years (p<.05). Significant correlations were observed among the body composition (skeletal muscle and body fat masses), muscle strength, and posture (pelvic inclination; p<.01). CONCLUSION: Significant differences in pelvic inclination by sex and muscle strength by age were found, even in healthy workers. Additional posture and muscle strength measurements will be needed for workers who participate in the musculoskeletal injury prevention program because they are exposed to an incorrect posture for many hours or in many repetitive tasks.