• Title/Summary/Keyword: making object

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A Study on the Acryl Object as Artistic element to the Furniture - Centering around the subject of WINIER, MOUNT, SPRING - (가구의 조형적 요소로서 아크릴 Object에 관한 연구 -겨울, 산, 샘의 주제를 중심으로-)

  • 김광렬
    • Journal of the Korea Furniture Society
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    • v.12 no.2
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    • pp.61-71
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    • 2001
  • In furniture design, it is very important to choose adequate materials. Transparent materials provide expectations and reveals unique effects unlike others. As transparent materials, glass and acrylic have light and fresh impression from their transparency, and are frequently used in structuring neat space. Despite its good merits, glass is not able to satisfy designers desire in making various shape and structure. It has defect in manufacturing process because it requires professional, specialized studio. Compared to glass, acrylic has its merit in processing and stability, and also is very economical. Acrylic is easily used with woodworking tool. In addition, acrylic has unique texture. This study is on the attempt to apply acrylic to the furniture as artistic element.

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Development of a Component-Based Distributed Supply Chain Planning System (컴포넌트에 기반한 분산 공급사슬계획 시스템 개발)

  • 정한일;박찬권;이기창
    • The Journal of Society for e-Business Studies
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    • v.7 no.2
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    • pp.143-156
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    • 2002
  • The objective of supply chain planning is to satisfy the requirements for minimizing inventory costs, transportation costs, and lead times throughout the supply, production and distribution stage dispersed geographically. Therefore, the supply chain planning system should have functionalities to resolve complex optimization problems that have characteristics of multi-stage and multi-product. Ant the system should also support collaborative decision making among distributed business partners. In this study, we proposed a distributed architecture for the supply chain planning system. To do this, we analyzed functional requirements by using IDEF-0(ICAM Definition-0) methodology, defined required components, and designed each component by using object-oriented methodology. We implemented a prototype system based on CORBA (Common Object Request Broker Architecture) to show that the proposed distributed architecture based on component technology is feasible and can solve supply chain planning problem collaboratively.

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Ontology-based knowledge-structure modeling for a variety of decision making in the virtual world (온톨로지 기반 가상세계에서 다양한 의사결정을 위한 에이전트 지식구조 모델링)

  • Jung, Gung-Hun
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.283-284
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    • 2012
  • 본 논문에서는 온톨로지 기반의 가상세계를 구현하고, 그 구현된 가상세계의 거주자가 경험하는 정보를 이미 정의된 지식구조로 저장하여, 재사용성과 다양성을 보장한다. 시간의 흐름과 공간적 위치 관계의 표현을 위한 S-T(시공간) 그래프와 일련의 정의된 사건과 이벤트가 가상세계 거주자인 에이전트의 지식구조에 맞게 변형, 축소된 후에 저장되어 최종적으로 에이전트를 둘러싼 환경변화자체가 에이전트의 의사결정을 좌우하지 않고, 에이전트의 지식을 기반으로 에이전트 자신의 의사결정 시스템에 따라 환경에 대응하는 다양한 행동을 보여준다. 이러한 에이전트의 지식구조를 구현하기 위하여 기본적으로 온톨로지라는 가상세계 자체를 아우르는 추상화 모델이 필요하며, 이 모델을 상속하여 실세계의 Object들을 정의 해 나간다. 정의된 온톨로지를 기반으로 가상세계에 Object들을 등장 시키고, 시공간적 변화에 따른 정보들이 에이전트의 지식구조로 변형되어 저장되어 진다, 이렇게 저장된 정보들이 에이전트의 의사결정 시스템에 적용되어 에이전트의 다양한 행위를 보장 할 수 있다.

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Learning and Classification in the Extensional Object Model (확장개체모델에서의 학습과 계층파악)

  • Kim, Yong-Jae;An, Joon-M.;Lee, Seok-Jun
    • Asia pacific journal of information systems
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    • v.17 no.1
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    • pp.33-58
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    • 2007
  • Quiet often, an organization tries to grapple with inconsistent and partial information to generate relevant information to support decision making and action. As such, an organization scans the environment interprets scanned data, executes actions, and learns from feedback of actions, which boils down to computational interpretations and learning in terms of machine learning, statistics, and database. The ExOM proposed in this paper is geared to facilitate such knowledge discovery found in large databases in a most flexible manner. It supports a broad range of learning and classification styles and integrates them with traditional database functions. The learning and classification components of the ExOM are tightly integrated so that learning and classification of objects is less burdensome to ordinary users. A brief sketch of a strategy as to the expressiveness of terminological language is followed by a description of prototype implementation of the learning and classification components of the ExOM.

Visual Object Manipulation Based on Exploration Guided by Demonstration (시연에 의해 유도된 탐험을 통한 시각 기반의 물체 조작)

  • Kim, Doo-Jun;Jo, HyunJun;Song, Jae-Bok
    • The Journal of Korea Robotics Society
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    • v.17 no.1
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    • pp.40-47
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    • 2022
  • A reward function suitable for a task is required to manipulate objects through reinforcement learning. However, it is difficult to design the reward function if the ample information of the objects cannot be obtained. In this study, a demonstration-based object manipulation algorithm called stochastic exploration guided by demonstration (SEGD) is proposed to solve the design problem of the reward function. SEGD is a reinforcement learning algorithm in which a sparse reward explorer (SRE) and an interpolated policy using demonstration (IPD) are added to soft actor-critic (SAC). SRE ensures the training of the critic of SAC by collecting prior data and IPD limits the exploration space by making SEGD's action similar to the expert's action. Through these two algorithms, the SEGD can learn only with the sparse reward of the task without designing the reward function. In order to verify the SEGD, experiments were conducted for three tasks. SEGD showed its effectiveness by showing success rates of more than 96.5% in these experiments.

A STUDY ON BIM-BASED 5D SIMULATION IN WEB ENVIRONMENT

  • Jae-Bok Lim;Jae-Hong Ahn;Ju-Hyung Kim;Jae-Jun Kim
    • International conference on construction engineering and project management
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    • 2013.01a
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    • pp.169-172
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    • 2013
  • Building Information Modeling (BIM) is an effective decision-making platform that helps to save project cost and enhance quality of construction. By generating and linking a wide variety of objects data, BIM can be effectively utilized, and it should be ensured that object properties maintain consistency throughout the project period of design, estimates, construction, maintenance and repair. This study examined how to utilize BIM data in a construction project, by linking cost and schedule data in web environment, to better utilize the information and maintain consistency of the BIM information. To do so, the model integrated WBS data and CBS data, linked them with BIM model to realize 5D simulation in web environment. As a result, cost and schedule data could be simultaneously acquired, and object properties-cost, schedule, location-as well. These are expected to contribute to developing a BIM-based automatic data-processing system in web environment.

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Design Variable Analysis of Space Optical Tracking System Using Modeling and Simulation (모델링 및 시뮬레이션을 활용한 우주 광학 추적 시스템 설계 변수 분석)

  • Chul Hyun;Jae Deok Jang;Hojin Lee;Hyun Seung Kim
    • Journal of the Korean Society of Systems Engineering
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    • v.20 no.1
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    • pp.76-84
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    • 2024
  • This study investigates the design of an optical observation system for continuously tracking unknown space object targets within the telescope's field of view at a short cycle rate of several to tens of frames per second. Through modeling and integrated simulation by design variables, we aim to identify combinations that satisfy the performance effectiveness scale. The study demonstrates the effectiveness of a model-based simulation analysis approach in rapidly identifying design parameters that meet specific performance requirements. By leveraging numerical models tailored to the desired performance analysis level, the approach provides a robust foundation for decision-making, eliminating reliance on empirical methods or vague estimations.

Resolving Hand Region Occlusion in Tangible Augmented Reality Envrionments (감각형 증강현실 환경에서의 손 가림 현상 해결 방안)

  • Moon, Hee-Cheol;Park, Hyung-Jun
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.4
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    • pp.277-284
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    • 2011
  • In tangible augmented reality (AR) environments for virtual prototyping, the user interacts with virtual products by manipulating tangible objects with his or her hands, but the user often encounter awkward situations in which his or her hands are occluded by augmented virtual objects, which reduces both immersion and ease of interaction. In this paper, we present how to resolve such hand region occlusion in order to enhance natural interaction and immersive visualization. In the AR environment considered, we use two types (product-type and pointer-type) of tangible objects for tangible user interaction with a virtual product of interest. Holding the tangible objects with his or her hands, the user can create input events by touching specified regions of the product-type tangible object with the pointer-type tangible object. We developed a method for resolving hand region occlusion frequently arising during such user interaction, It first detect hand region in a real image and refines the rendered image of the virtual object by subtracting the hand region from the rendered image, Then, it superimposes the refined image onto the real image to obtain an image in which the occlusion is resolved. Incorporated into tangible AR interaction for virtual prototyping of handheld products such as cellular phones and MP3 players, the method has been found by a preliminary user study that it is not only useful to improve natural interaction and immersive visualization of virtual products, but also helpful for making the users experience the products' shapes and functions better.

Direct construction of a four-dimensional mesh model from a three-dimensional object with continuous rigid body movement

  • Otomo, Ikuru;Onosato, Masahiko;Tanaka, Fumiki
    • Journal of Computational Design and Engineering
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    • v.1 no.2
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    • pp.96-102
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    • 2014
  • In the field of design and manufacturing, there are many problems with managing dynamic states of three-dimensional (3D) objects. In order to solve these problems, the four-dimensional (4D) mesh model and its modeling system have been proposed. The 4D mesh model is defined as a 4D object model that is bounded by tetrahedral cells, and can represent spatio-temporal changes of a 3D object continuously. The 4D mesh model helps to solve dynamic problems of 3D models as geometric problems. However, the construction of the 4D mesh model is limited on the time-series 3D voxel data based method. This method is memory-hogging and requires much computing time. In this research, we propose a new method of constructing the 4D mesh model that derives from the 3D mesh model with continuous rigid body movement. This method is realized by making a swept shape of a 3D mesh model in the fourth dimension and its tetrahedralization. Here, the rigid body movement is a screwed movement, which is a combination of translational and rotational movement.

A Study on the Analysis of the Types of Symbols in Apparel Brand (의류브랜드의 심볼유형분석)

  • 나수임;이민경
    • Journal of the Korea Fashion and Costume Design Association
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    • v.6 no.2
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    • pp.77-87
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    • 2004
  • The purpose of this study was to analize the types of symbol concretely, one of a constituent elements of brand, using in Apparel Brands and to examine the meaning of symbol in the internet site of each brand and to evaluate the symbols in the aesthetic dimension and to suggest a basic data of the branding strategy for marketers. For this purpose, 41 Apparel Brands were selected from fashion magazine and the types of symbol used in the Apparel Brands were classified into three types. According to the formative characters of symbol, there were word symbol, descriptive symbol and abstractive symbol. The results of the study were following: the order was the descriptive symbol, word symbol, and abstractive symbol. The percentages of using symbols were descriptive symbol(61%), word symbol(29%), and abstractive symbol(l0%). The Apparel Brands used the most frequently the descriptive symbol that represents or symbolizes a concrete object to represent the image of brand. The abstractive symbol that use a graphic style or geometrical form to deliver the character of brand was used lowest. From this results, we could find that the descriptive symbol was used to deliver/notify the character or image of company's own brand easy and quickly to consumers in symbolic meaning making use of a concrete object such as a animal, plant, specific object or fictitious person, etc than word or abstractive symbol.

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