• Title/Summary/Keyword: Three-dimensional animation

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The Development of Multimedia Courseware for Studying Picture Map (그림지도 학습을 위한 멀티미디어 코스웨어의 개발)

  • Hwang, Hong-Seop;Jang, Seo-Soon
    • Journal of the Korean association of regional geographers
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    • v.8 no.1
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    • pp.110-121
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    • 2002
  • The aim of this study is to develop multimedia courseware which can make studying picture map interesting in a more concrete and three-dimensional situation by using multimedia materials such as graphics, animation, and moving images, which breaks from the past teaching methods for picture map. The multimedia courseware used in this research can help learners understand the concept on picture map in a much easier way, and study wherever and whenever they want to. In addition, students can pass through the levels up according to their levels through the process of students' constructing the knowledge by themselves and individualized materials which can enhance their desire to learn and make the individualized learning possible.

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Analytical Study on the Correlation between the Functionality of Virtual Idols and Fan Satisfaction under the Chinese Market

  • Hou, ZhengDong;Kim, KiHong;Ren, YuShi
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.28-38
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    • 2022
  • Virtual idols have aroused wide attention as a novel product of the idol industry in the digital era over the past few years. The population of China determines that virtual idols have a huge fan market. As a digital cultural product closely connected with fans, virtual idols are im-portant to gain insights into the correlation between fan satisfaction and virtual idol functions. In accordance with the KANO demand model, this study first classifies and explains the specific functions of virtual idols into four quadrants, including attractive, must-be, 1D (One-Dimensional), and indifferent. Subsequently, the satisfaction of fans of virtual idols with specific functions in each quadrant are analyzed using a questionnaire. This study suggests that virtual idols have one at-tractive quality, three 1D quality, two must-be quality, and five indifferent quality functional elements. This study qualitatively analyzes the functional elements of virtual idols through fan satisfaction based on the KANO model, which provides valuable help for future research in the field of virtual idols and producers in this field.

ACHIEVING CONSISTENCY IN LIGHTING SCHEMES FOR CONSTRUCTION WORK ZONES THROUGH LIGHTING SIMULATION

  • Khaled Nassar;Soo-Young Kim
    • International conference on construction engineering and project management
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    • 2007.03a
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    • pp.269-278
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    • 2007
  • Nighttime construction is being adopted by many state DOT's as a way to mitigate the impact of construction operations on the traveling public. Although a number of states have developed standard specifications for nighttime lighting, these standards are usually in the form of generic requirement statements that only specify minimum illuminance levels. The lighting standards do not include specific ways to achieve this illuminance level such as lighting arrangements and configurations for various work zone plans and construction operations. This leaves confusion between the traffic engineers and the contractors and does not guarantee consistency in those plans, thus affecting productivity and safety (lighting conditions account for 18% to 28% of work zone accidents). The main objective of this study is to utilize three dimensional animation and lighting analysis software to study and model lighting conditions of a construction site. This is expected to increase the safety and productivity of construction operations by achieving consistency in work zone lighting schemes. A computerized model was developed, called Nitelite. Various lighting schemes can be studied using the software to provide for typical applications including lighting fixture's locations, luminance, mounting height, tilt angle, and fixture type. The results from the developed software tool were validated through comparisons with previous research conducted using field measurements.

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The Future of Workplace in Vertical Cities: Hanging Gardens, Roof Terraces and Vertical Plazas

  • Reinke, Stephan C.
    • International Journal of High-Rise Buildings
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    • v.9 no.1
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    • pp.71-79
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    • 2020
  • As the workplace evolves in our vertical cities, the need for "think spaces" and the public realm to meet, create and innovate will become integral to tall buildings. These people places are designed to address the social challenges and enhance the co-working environments which are emerging in the dense urban context of our future cities. The design of sky terraces and the "spaces between" offer a greener, more humane and smarter work environment for the future. The public realm should no longer be held down, fixed to the ground plane, but rather become part and parcel of the upper levels of our workplace centers. These collective spaces in our workplace centers must provide a three dimensional matrix of connected and identifiable platforms to leverage the open and progressive future way of working. This will enable social networking and idea sharing, and create multi-dimensional, multi-level business incubators for innovation and creativity. The BCO ( British Council of Offices) has performed a landmark Wellness Matters Report which provides an exemplary roadmap for the future of the workplace. Our future vertical cities must also provide for serendipity in the workplace; a key attribute to drive the information exchange and collaboration that are proven to provide positive and progressive business outcomes. In addition to demonstrating examples of existing built work and the concept of the integrated vertical public realm, the presentation also will consider and define wellness in the workplace as a critical factor in our design strategies and our future workplace environments Hanging Gardens, Roof Terraces and the Vertical Plazas; designed for interchange, wellness, animation and collaboration.

Three Dimensional Vortex Behavior of LEX Delta Wing by Dynamic Stereo PIV (Dynamic Stereo PIV에 의한 델타형 날개에서의 3차원 와류 유동에 관한 연구)

  • Lee Hyun;Kim Mi-Young;Choi Jang-Woon;Choi Min-Seon;Lee Young-Ho
    • 한국가시화정보학회:학술대회논문집
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    • 2003.11a
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    • pp.39-42
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    • 2003
  • Leading edge extension(LEX) in a highly swept shape applied to a delta wing features the modern air-fighters. The LEX vortices generated upon the upper surface of the wing at high angle of attack enhance the lift force of the delta wing by way of increased negative suction pressure over the surfaces. The present 3-D stereo PIV includes the Identification of 2-D cross-correlation equation, stereo matching of 2-D velocity vectors of two cameras, accurate calculation of 3-D velocity vectors by homogeneous coordinate system, removal of error vectors by a statistical method followed by a continuity equation criterion and so on. A delta wing model with or without LEX was immersed in a circulating water channel. Two high-resolution, high-speed digital cameras$(1280pixel\times1024pixel)$ were used to allow the time-resolved animation work. The present dynamic stereo PIV represents the complicated vortex behavior, especially, in terms of time-dependent characteristics of the vortices at given measuring sections. Quantities such as three velocity vector components, vorticity and other flow information can be easily visualized via the 3D time-resolved post-processing to make the easy understanding of the LEX effect or vortex emerging and collapse which are important phenomena occurring in the field of delta wing aerodynamics.

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Kinematic Analysis of the Quadruped Robot Using Computer Graphics (컴퓨터 그래픽스를 이용한 사각보행로보트의 기구적 해석)

  • Choi, Byoung-Wook;Lim, Joon-Hong;Chung, Myung-Jin;Bien, Zeung-Nam
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.25 no.10
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    • pp.1173-1182
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    • 1988
  • The stability, energetic efficiency and walking volume are affected by the geometric structure of legs of a walking robot. A quadruped walking robot is considered to have large stability margin among the walking robots and pantograph leg permits large walk stroke and mutually independent vertical and horizontal movements, but the kinematic characteristics are difficult to analyze. Graphical method may be useful to characterize three dimensional legged motion of the pantograph mechanism. We present the modelling method for three different quadruped robots with pantograph legs that have different joints mechanism. The modeled robots are animated by a path that is planned with respect to the center of body. In particular, graphical animation incorporates leg control to rotation and side walking and uses the window of Sun-3 system for displaying joint information.

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Searching Human Motion Data by Sketching 3D Trajectories (3차원 이동 궤적 묘사를 통한 인간 동작 데이터 검색)

  • Lee, Kang Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.19 no.2
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    • pp.1-8
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    • 2013
  • Captured human motion data has been widely utilized for understanding the mechanism of human motion and synthesizing the animation of virtual characters. Searching for desired motions from given motion data is an important prerequisite of analyzing and editing those selected motions. This paper presents a new method of content-based motion retrieval without the need of additional metadata such as keywords. While existing search methods have focused on skeletal configurations of body pose or planar trajectories of locomotion, our method receives a three-dimensional trajectory as its input query and retrieves a set of motion intervals in which the trajectories of body parts such as hands, foods, and pelvis are similar to the input trajectory. In order to allow the user to intuitively sketch spatial trajectories, we used the Leap Motion controller that can precisely trace finger movements as the input device for our experiments. We have evaluated the effectiveness of our approach by conducting a user study in which the users search for dozens of pre-selected motions from baseketball motion data including a variety of moves such as dribbling and shooting.

Applied Implementation of J2ME 3D Mobile Based on WTK Development Environment (WTK 개발 환경 기반에서의 J2ME 3차원 모바일 응용구현)

  • Joo, Heon-Sik;Lee, Song-Won;Hong, Sung-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.6
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    • pp.253-261
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    • 2008
  • Mobile games will be one of independent industries on game areas and take the fourth standing in the important platform since PC Games, TV Games, and Palm Games. There are several reasons why mobile games will differ in their platform, behaviors, and habits. According to the data of market consultation about the figure of mobile-game players throughout the world, the Mobile game will increase steadily from 780 million in 2007 to 1860 million in 2010. Also, market income will mount up from $42,100 million to $87,000 million. 3D games have been playing important roles in our lives. Satisfying users' needs in high-quality games, they have been growing and attracting more people with their powerful visual effects and the three-dimensional design player. We cannot emphasize their tremendous visual impacts and animation effects too much. This paper displays how to design 3D application based on J2ME (Java 2 Micro Edition) and shows free movement of 3D objects receiving and responding to the keyboard of mobile devices withWTK (Wireless ToolKit) simulator on the 3D screen.

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Study of Educational Insect Robot that Utilizes Mobile Augmented Reality Digilog Book (모바일 증강현실 Digilog Book을 활용한 교육용 곤충로봇 콘텐츠)

  • Park, Young-Sook;Park, Dea-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.6
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    • pp.1355-1360
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    • 2014
  • In this paper, we apply the learning of the mobile robot insect augmented reality Digilog Book. In the era of electronic, book written in paper space just have moved to virtual reality space. The virtual reality, constraints spatial and physical, in the real world, it is a technique that enables to experience indirectly situation not experienced directly as user immersive experience type interface. Applied to the learning robot Digilog Book that allows the fusion of paper analog and digital content, using the augmented reality technology, to experience various interactions. Apply critical elements moving, three-dimensional images and animation to enrich the learning, for easier block assembly, designed to grasp more easily rank order between the blocks. Anywhere at any time, is capable of learning of the robot in Digilog Book to be executed by the mobile phone in particular.

A Study on convergence video system trough Floating Hologram (플로팅 홀로그램을 통한 융복합 영상시스템 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.397-402
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    • 2020
  • Hologram can be categorized into analog and digital hologram but there's a clear limitation in expensive equipment and content realization for ordinary people to realize. In addition, it's required to conduct study on hologram contents with interaction added, escaping out of exiting stable format like endlessly repetitive contents or passive view through specific video. Therefore, this article aims to suggest fusion image system, especially focusing on floating hologram among similar holograms. Eight elements of hologram interaction are as follows: height of camera in a three-dimensional space, interval between 3D model, overlapped model, scale, animation, position, color and 3D model change. For the floating hologram, the audience can control by themselves in real time, the popular, active hologram contents-making methodology is suggested by making the best use of fusion image system and making floating hologram easily without using expensive hologram equipment. The image system developed in actual exhibition and feedback should be complemented to develop better hologram image system.