• Title/Summary/Keyword: Three-dimensional user interface

Search Result 80, Processing Time 0.025 seconds

An Interactive Design System for Construction of Superyacht Profiles based on Freeform Curve Functionality (자유곡선의 모델링기능을 활용한 대화식 수퍼요트 프로파일 설계시스템 개발)

  • Nam, Jong-Ho;Kim, Dong-Ham
    • Journal of Ocean Engineering and Technology
    • /
    • v.22 no.2
    • /
    • pp.78-84
    • /
    • 2008
  • As a preliminary step to build a complete superyacht hull design program, the development of superyacht profile design system is introduced. The two-dimensional hull profile is decomposed into four local zones depending upon the functionality and connecting continuity of the profile. Characteristics of each zone are investigated and used to generate the model describing the geometric shape of zone using freeform curves. A set of design parameters is derived from the established geometric model. Generation and modification of a model are is by manipulating the chosen parameters. Four zones designed are integrated to form a final profile. An interactive design system performing all the modeling and modification processes is implemented using the graphic user interface system based an Microsoft Foundation Class and OpenCASCADE, a open graphic library. The shapes of the profiles generated by the developed design system are verified with those of built superyachts. The developed design system will be used for the construction of three-dimensional superyacht hull modeling system.

Design of Flight Learning System Using Sketch-based Interface (스케치 인터페이스를 이용한 항공기동 학습 시스템 개발)

  • Kim, Sang-Jin;Park, Tae-Jin;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
    • /
    • v.13 no.5
    • /
    • pp.771-779
    • /
    • 2010
  • Sketch-based interface is used more and more in developing animation contents. Particularly, there has been a system where the user's sketch inputs are interpreted and presented as live motions. In this study¸ it is to design an animated flight learning system using sketch-based interface. Most of the flights include movements in three-dimensional space and have unique and complex flight patterns. In other words, the actual flight movements not only include acceleration and deceleration, rising and falling, straight or circular flying, but also may include combinations of two or more movements as they simultaneously occur such as accelerating while falling, or slowing down while rising, and so forth. And, currently existing flight learning animation system cannot present such complex flight patterns to the pilots of aircrafts or to those personnel for air-traffic controllers. Hence, it is to be shown in this study that unit-path sketch animation method can support quicker ways to create animations to present those complex flight movements, and requires lesser inputs compared to the existing frame-based animation method. Also, the flight learning system suggested uses the flight-route realization tasks to reflect complex flight patterns, and therefore creates animations close to real as possible.

Calculation of Sputter Yield using Monte Carlo Techniques (몬테카를로 방식에 의한 스퍼터율 계산에 관한 연구)

  • 반용찬;이제희;원태영
    • Journal of the Korean Institute of Telematics and Electronics D
    • /
    • v.35D no.12
    • /
    • pp.59-67
    • /
    • 1998
  • In this paper, a rigorous three-dimensional Monte Carlo approach to simulate the sputter yield as a function of the incident ion energy and the incident angle as well as the atomic ejection distribution of the target is presented. The sputter yield of the target atom (Cu, Al) has been calculated for the different species of the incident atoms with the incident energy range of 10 eV ~ 100 KeV, which coincides with the previously reported experimental results. According to the simulation results, the calculated sputter yield tends to increase with the amount of the energy of the incident atoms. Our simulation revealed that the maximum sputter yield can be obtained for the incident atom with 10 KeV for the heavy ion, while the maximum sputter yield for the light ion is for the incident atoms with an energy less than 1 KeV. The sputter yield increases with angle of incidence and seems to have the maximum value at 68$^{\circ}$. For angular distributions of the sputtered particle, the atoms in the direction normal to the surface increase with angle of incidence. Furthermore, we has conducted the parallel computation on CRAY T3E supercomputer and built a GUI(Graphic User Interface) system running the sputter simulator.

  • PDF

3D Virtual Reality Game with Deep Learning-based Hand Gesture Recognition (딥러닝 기반 손 제스처 인식을 통한 3D 가상현실 게임)

  • Lee, Byeong-Hee;Oh, Dong-Han;Kim, Tae-Young
    • Journal of the Korea Computer Graphics Society
    • /
    • v.24 no.5
    • /
    • pp.41-48
    • /
    • 2018
  • The most natural way to increase immersion and provide free interaction in a virtual environment is to provide a gesture interface using the user's hand. However, most studies about hand gesture recognition require specialized sensors or equipment, or show low recognition rates. This paper proposes a three-dimensional DenseNet Convolutional Neural Network that enables recognition of hand gestures with no sensors or equipment other than an RGB camera for hand gesture input and introduces a virtual reality game based on it. Experimental results on 4 static hand gestures and 6 dynamic hand gestures showed that they could be used as real-time user interfaces for virtual reality games with an average recognition rate of 94.2% at 50ms. Results of this research can be used as a hand gesture interface not only for games but also for education, medicine, and shopping.

Analysis of Skin Friction Behavior in Prebored and Precast Piles Based on Field Loading Test (재하시험을 통한 매입말뚝의 주면마찰력 거동 분석)

  • Jung, Gyoung-Ja;Kim, Do-Hyun;Lee, Chul-Ju;Jeong, Sang-Seom
    • Journal of the Korean Geotechnical Society
    • /
    • v.33 no.1
    • /
    • pp.31-38
    • /
    • 2017
  • Skin friction of prebored and precast pile may be one of the most critical factors affecting the bearing capacity and settlement. Special attention was given to the interface behavior of pile-cement milk-surrounding soil when the load is acting on the prebored and precast pile. The cases of single pile were analyzed through a three-dimensional finite element approach and pile loading tests. A series of numerical analyses of the interface of pile-cement milk-soil was conducted with the proposed t-z curve and field measurements. It is shown that the use of cement milk around the pile increases the skin friction and reduces the pile settlement. It is also known that the suggested t-z curve between the cement milk and the soil, enhances the accuracy of the numerical analysis results.

Interface of Interactive Contents using Vision-based Body Gesture Recognition (비전 기반 신체 제스처 인식을 이용한 상호작용 콘텐츠 인터페이스)

  • Park, Jae Wan;Song, Dae Hyun;Lee, Chil Woo
    • Smart Media Journal
    • /
    • v.1 no.2
    • /
    • pp.40-46
    • /
    • 2012
  • In this paper, we describe interactive contents which is used the result of the inputted interface recognizing vision-based body gesture. Because the content uses the imp which is the common culture as the subject in Asia, we can enjoy it with culture familiarity. And also since the player can use their own gesture to fight with the imp in the game, they are naturally absorbed in the game. And the users can choose the multiple endings of the contents in the end of the scenario. In the part of the gesture recognition, KINECT is used to obtain the three-dimensional coordinates of each joint of the limb to capture the static pose of the actions. The vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part Because gestures can be presented through sequential static poses, we recognize the gestures which are configured poses by using HMM In this paper, we describe the interactive content which is used as input interface by using gesture recognition result. So, we can control the contents using only user's gestures naturally. And we intended to improve the immersion and the interest by using the imp who is used real-time interaction with user.

  • PDF

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
    • /
    • v.1 no.1 s.1
    • /
    • pp.7-16
    • /
    • 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.

  • PDF

Simulation of Eddy Current Testing Signals Using Simulation Software Dedicated to Nondestructive Testing (비파괴검사 전용 시뮬레이터를 이용한 와전류검사 신호 시뮬레이션)

  • Lee, Tae-Hun;Cho, Chan-Hee;Lee, Hee-Jong
    • Transactions of the Korean Society of Pressure Vessels and Piping
    • /
    • v.10 no.1
    • /
    • pp.75-81
    • /
    • 2014
  • A simulation of eddy current testing has been utilized for predicting the signal characteristics to the various defects and developing the probes. Especially, CIVA which is a simulation tool dedicated to nondestructive testing has a good accuracy and speed, and provides a three-dimensional graphical user interface for improved visualization and familiar data displays consistent with NDE technique. Although internal validations have been performed by the CIVA software development specialists, an independent validation study is necessary for the accuracy assessment of the software prior to practical use. For this purpose, in this study, eddy current testing signals of ASME FBH calibration standard tube for bobbin probe were simulated using CIVA and the results were compared to the experimental inspected signals based on the relationship between each flaw signal in terms of amplitude and phase, and the shape of the Lissajous curve. And then we verified the accuracy of the simulated signals and the possible range for simulation. Overall, there is a good qualitative agreement between the CIVA simulated and experimental results in the absolute and differential modes at the two inspection frequencies.

Space Frame Integrated Design System based on PATRAN Database (PATRAN 데이타베이스를 기반으로 한 스페이스 프레임의 통합설계시스템)

  • Lee Jae Hong;Lee Joo Young
    • Proceedings of the Computational Structural Engineering Institute Conference
    • /
    • 1998.04a
    • /
    • pp.210-215
    • /
    • 1998
  • To design a space frame structure by the conventional method is not easy in practical sense since it is generally a three-dimensional complicated form, and stability and nonlinear problems are not easily checked in the design process. This paper describes two modules, the Model Generator which is based on PATRAN user interface that enables users to generate a complicated finite element model; the Optimum Design Module which analyzes output results of analysis program, and designs members of a space frame. The Model Generator is based on PCL while C++ language is used in the Optimum Design Module. Structural analysis is performed by using ABAQUS. All of these modules constitute Space Frame Integrated Design System. The Core of the system is PATRAN database, in which the Model Generator creates information of a finite element model. Then, PATRAN creates input files needed for the analysis program from the information of the finite element model in the database, and in turn, imports output results of analysis program to the database. Finally, the Optimum Design Module processes member grouping of a space frame based on the output results, and performs optimal member selection of a space frame. This process is repeated until the desired optimum structural members are obtained.

  • PDF

Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
    • /
    • s.49
    • /
    • pp.677-696
    • /
    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.