• 제목/요약/키워드: create

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Development of GSCAD Template Rule for Hull Plate Forming (GSCAD를 이용한 Template 기능 개발 및 적용)

  • Yoon, Jong-Sung;Park, Ji-Hyun;Myoung, Hee-Keon;SaKong, Gae-Wan
    • Special Issue of the Society of Naval Architects of Korea
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    • 대한조선학회 2011년도 특별논문집
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    • pp.32-35
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    • 2011
  • Template has been widely used for hull forming process in most of shipyards. It is used to estimate the curvature of deformed shape in comparison with design shape. SHI (Samsung Heavy Industry) had used AutoKon system for ship manufacturing design in the past. The AutoKon used the global coordinate system of ship (frame, water line and so on) to create template data. It brought the mismatched angles between templates and a curved shell plate. The mismatched angle is measured by forming worker to place template on shell forming stage. However, the mismatched angle is difficult to place template with exactly required angle because the shell plates have various curvature and size. It causes incorrect shape of formed shell plates. The attached angle of template should be 90 degree to place template easily on forming shell plates. Currently, SHI has been applied GSCAD for ship manufacturing design process which is 3D solid modeling system. The GSCAD is the rule-based system which can automate 3D modeling and control the manufacturing data by rule. The rule can easily provide methods to create and automate template object with regular attached angle in comparison with AutoKon system. Therefore, SHI developed new template rule which it can automatically create template object with regular attached angle in GSCAD.

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Markrerless augmented reality game development method utilizing the Unity engine and KUDAN engine -In the center of ther development case of 'Our neighborhood hero' (유니티와 KUDAN 엔진을 활용한 MARKERLESS 방식의 증강현실 게임개발 - '우리동네히어로'의 개발사례 중심으로)

  • Kim, Han-Ho;Jung, hyung-won
    • Journal of Digital Convergence
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    • 제15권4호
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    • pp.421-426
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    • 2017
  • After the Pokemon game became popular, the popularity of the Augmented Reality game is higher than ever. Therefore, it is an important choice to use an engine to create an augmented reality game. It explains how to create an augmented reality game using Unity engine, which is one of the most used game engines in game development. We describe a method for implementing augmented reality optimized for games by selecting a MARKERLESS method that does not require a marker among the augmented reality techniques. In this paper, we propose a technique to create MARKERLESS augmented reality game using KUDAN AR engine which supports Unity engine and unity through 'Our Hero' project.

A Study on Fashion Design Applied with the Plastic Arts -Focused on Mondrian's Geometrical Abstract Painting Shown in the Twenty Century's Fashion Design- (조형예술을 응용한 의상디자인 발상에 관한 연구 -20세기 패션디자인에 나타난 몬드리안의 기하추상회화 작품을 중심으로-)

  • 조진숙
    • The Research Journal of the Costume Culture
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    • 제12권4호
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    • pp.663-675
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    • 2004
  • The plastic arts is used when designers draw inspirations to create fashion design. The author referred to fashion magazines for designing ideas of Mondrian's geometrical abstract painting in practical applications used by designers in Paris, Italy, London and New York during the 10-year period(1991-2000). The collections of data were analyzed as following: ◇ Fashion Designing Idea 1. Matching Idea The art is reproduced in the design as how it is with no transformation. First, the painting's complete figure is reproduced on the entire or parts of clothing. Second, the painting's partial figure is reproduced on the entire or parts of clothing. 2. Contrasting Ideas The composition elements in Mondrian's geometrical abstract painting, for example, structures of shapes, vertical and horizontal lines and different colors are applied in the design. First, one particular shape in painting is transformed into different shape of square, circle or triangle and reproduced in designing. Second, one particular shape in painting is disassembled and then reshaped into different form in reproduction. Third, additional lines are put in to create different look from the original painting. Forth, existing lines are extended over the boundary to create different look from the original painting. Fifth, achromatic colors: black and white, and three basic colors: red, blue and yellow in the original painting are modified into different shades or color scheme is increased in broad range.

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A Method to create transcoding path of unit transcoder considering QoS (QoS를 고려한 단위변환기의 변환 경로 생성 방법)

  • Ryu, Dong-Yeop;Chon, Sung-Mi;Lim, Young-Hwan
    • Journal of the Korea Society of Computer and Information
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    • 제12권1호
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    • pp.253-260
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    • 2007
  • A multimedia converter is used to create media suitable for own environment. If the data complying with own demands can not be created, it may accompany with a problem that has to convert the data with another transcoder. In addition, conventional converters do not consider source QoS and target QoS sufficiently, meaning that users should have a significant knowledge base about various media in order to obtain desired results. These problems become limits on the UMA(Universal Multimedia Access) environment. In this paper, we create a suitable transcoding path before performing the Digital Item conversion in consideration of source QoS and target QoS. The created transcoding path performs the adaptive transcoding using unit exchanges featuring connectivity. The consideration of QoS allows users to use the multimedia easily. Since the proposed model, in addition, use the unit transcoder, it provides a excellent adaptive capability for new QoS.

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Analyses of Instructional Objectives of 'Wise Life' Based on Bloom's Revised Taxonomy of Educational Objectives (Bloom의 신 교육목표분류학에 따른 슬기로운 생활 교과의 수업 목표 분석)

  • Lee, Eun-Young;Shin, Myeong-Kyeong;Choi, Chui-Im
    • Journal of Korean Elementary Science Education
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    • 제31권1호
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    • pp.1-12
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    • 2012
  • The purpose of this study was to explore instructional objectives of 'Wise Life' based on Bloom's Revised Taxonomy of Educational Objectives. It was to extend understanding the 7th and the revised Wise Life 2007 as well. The written objectives of two curriculum of Wise Life were divided into two, the 'knowledge' dimension and the 'cognitive process' dimension based on Bloom's Revised Taxonomy of Educational Objectives. Major activity subjects presented in the 7th and the revised Wise Life 2007 were dominantly the basic inquiry activity types. It was found from this research that the 'factual' knowledge of the 'knowledge' dimension and the 'understand' of the 'cognitive process' dimension took a large proportion of the revised Wise Life 2007 objectives. The 'meta-cognitive' knowledge was increased. 'Remember' of the 'cognitive process' dimension was decreased and the high level objectives as 'analyze' and 'create', in the 'cognitive process' dimension was increased from the 7th to the revised curriculum. The 'factual' knowledge, 'conceptual' knowledge and 'metacognitive' knowledge were engaged with 'understand' and the 'procedural' knowledge were engaged with 'apply'. The 'meta- cognitive' were engaged with 'create' is the 'procedural' knowledge in the revised Wise Life 2007. 'Remember' was decreased. 'Create' was increased in the basic inquiry activities. It was analysed in zero percent of 'Observing', 'Investigating and Presenting', and 'Making'.

Security Elevation of XML Document Using DTD Digital Signature (DTD 전자서명을 이용한 XML문서의 보안성 향상)

  • Park, Dou-Joon;Min, Hye-Lan;Lee, Joon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 한국해양정보통신학회 2005년도 춘계종합학술대회
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    • pp.1080-1083
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    • 2005
  • Can speak that DTD is meta data that define meaning of expressed data on XML document. Therefore, in case DTD information is damaged this information to base security of XML document dangerous. Not that attach digital signature on XML document at send-receive process of XML document in this research, proposed method to attach digital signature to DTD. As reading DTD file to end first, do parsing, and store abstracted element or attribute entitys in hash table. Read hash table and achieve message digest if parsing is ended. Compose and create digital signature with individual key after achievement. When sign digital, problem that create entirely other digest cost because do not examine about order that change at message digest process is happened. This solved by method to create DTD's digital signature using DOM that can embody tree structure for standard structure and document.

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An Approach to Composition of EJB Components Using the C2 style (C2 스타일을 이용한 EJB 컴포넌트의 합성 방법)

  • Choe, Yu-Hui;Gwon, O-Cheon;Sin, Gyu-Sang
    • The KIPS Transactions:PartD
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    • 제8D권6호
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    • pp.771-780
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    • 2001
  • EJB(Enterprise JavaBeans) is the server-side component model and its purpose is to reduce the complexity of software development and to increase software reusability. Many concerns for development of EJB components have recently been raised. However, it is difficult to compose EJB components provided by third parties through the plug-and-play method. Therefore, the composition method by lego block styles is needed for EJB components. In this paper, we propose an approach to composition of EJB components using the C2 architectural style. In order to support EJB composition, we modified the general C2 architecture framework. We propose how to create EJB wrappers that can compose EJB components according to the C2 framework. Our approach also enables developers to create a new composite EJB that uses a C2 architecture which is composed of EJB components. To do this, we propose how to create a new composite EJB.

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Improvement of Head Related Transfer Function to Create Realistic 3D Sound (현실감있는 입체음향 생성을 위한 머리전달함수의 개선)

  • Koo, Kyo-Sik;Cha, Hyung-Tai
    • Journal of the Korean Institute of Intelligent Systems
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    • 제18권3호
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    • pp.381-386
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    • 2008
  • Virtual 3D audio methods that create 3D sound effects are researched highly for multimedia devices using 2 speakers or headphone. The most typical method to create 3D effects is a technology through use of head related transfer function (HRTF) which contains the information that sound arrives from a sound source to the ears of the listener. But it can decline some 3D effects by cone of confusion between front and back directions due to the non-individual HRTF depending on each listener. In this paper, we propose a new method to use psychoacoustic theory that creates realistic 3D audio. In order to improve 3D sound, we calculate the excitation energy of each symmetric HRTF and extract the ratio of energy of each bark range. Informal listening tests show that the proposed method improves the front-bach sound localization characteristics much better than the conventional methods.

Video Image Mosaicing Technique Using 3 Dimensional Multi Base Lines (3차원 다중 기선을 사용만 비데오 영상 모자이크 기술)

  • 전재춘;서용철
    • Korean Journal of Remote Sensing
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    • 제20권2호
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    • pp.125-137
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    • 2004
  • In case of using image sequence taken from a moving camera along a road in an urban area, general video mosaicing technique based on a single baseline cannot create 2-D image mosaics. To solve the drawback, this paper proposed a new image mosaicing technique through 3-D multi-baselines that can create image mosaics in 3-D space. The core of the proposed method is that each image frame has a dependent baseline, an equation of first order, calculated by using ground control point (GCP) of optical flows. The proposed algorithm consists of 4 steps: calculation of optical flows using hierarchical strategy, calculation of camera exterior orientation, determination of multi-baselines, and seamless image mosaics. This paper realized and showed the proposed algorithm that can create efficient image mosaics in 3-D space from real image sequence.

An Implementation of Markerless Augmented Reality and Creation and Application of Efficient Reference Data Sets (마커리스 증강현실의 구현과 효율적인 레퍼런스 데이터 그룹의 생성 및 활용)

  • Koo, Ja-Myoung;Cho, Tai-Hoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 한국해양정보통신학회 2009년도 추계학술대회
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    • pp.204-207
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    • 2009
  • This paper presents how to implement Markerless Augmented Reality and how to create and apply reference data sets. There are three parts related with implementation: setting camera, creation of reference data set, and tracking. To create effective reference data sets, we need a 3D model such as CAD model. It is also required to create reference data sets from various viewpoints. We extract the feature points from the model image and then extract 3D positions corresponding to the feature points using ray tracking. These 2D/3D correspondence point sets constitute a reference data set of the model. Reference data sets are constructed for various viewpoints of the model. Fast tracking can be done using a reference data set the most frequently matched with feature points of the present frame and model data near the reference data set.

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