• Title/Summary/Keyword: motion Graphics

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Component Modular Approach to Computer-Aided Kinematic Analysis for General Planar Uncoupled-Connected Multiloop Mechanisms (비결합 다관절 평면기구의 컴퓨터원용 운동해석을 위한 컴포넌트 모듈기법)

  • 신중호
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.17 no.8
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    • pp.1883-1897
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    • 1993
  • Interactive computer-aided analysis of mechanical systems has recently been undergoing an evolution due to highly efficient computer graphics. The industrial implementation of state-of-the-art analytical developments in mechanisms has been facilitated by computer-aided design packages because these rigid-body mechanism analysis programs dramatically reduce the time required for linkage design. This paper proposes a component modular approach to computeraided kinematic motion analysis for general planar multiloop mechanisms. Most multiloop mechanisms can be decomposed into serveral components. The kinematic properties (position, velocity, and acceleration) of every node can then be determined from the kinematic analysis of the corresponding component modules by a closed-form solution procedure. In this paper, 8 types of modules are defined and formulations for kinematic analysis of the component modules are derived. Then a computer-aided kinematic analysis program is developed using the proposed approach and the solution procedure of an example shows the effectiveness and accuracy on the approach.

Previewer Design and Implementation for Grid/Particle based Fluid Simulation Data (격자/입자기반 유체 시뮬레이션 데이터를 위한 프리뷰어의 설계 및 구현)

  • Yang, Hyun-Rok;Kang, Kyung-Kyu;Kim, Dong-Ho;Oh, Kyoung-Su
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.18-25
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    • 2010
  • Computer Graphics(CG) are very important in the movie industries. Recently, many domestic CG Companies participate in a movie creation. However, most companies only use commercial tools, and do not concentrate on developing techniques. This is why they use the commercial tools in spite of its lack of functions. In this paper, we explain the importance of developing technical tools to complement the shortage of commercial tools through the previewer for fluid simulation. We present how we design and implement the previewer to specialize it for fluid simulation. Finally, we estimate our previewer's performance and discuss with result.

DEVELOPMENT OF MISSION ADN SPACECRAFT DYNAMICS ANALYSIS SYSTEM FOR GEOSTATION COMMUNICATION SATELLITE (통신위성의 임무 및 위성체 동역학 해석 시스템 개발)

  • 공현철;김방엽;김정아;윤진원
    • Journal of Astronomy and Space Sciences
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    • v.15 no.1
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    • pp.251-260
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    • 1998
  • We consider the motion of the subsystems as separate bodies as well as the entire satellite for the attitude and orbit control of a communication satellite by multi-body modeling technique. Thus, the system, can be applied to a general communication satellite as well as a specific communication satellite, i. e. Koreasat I,II. The simulation results can be viewed by two-dimensional graphics and three-dimensional animation. The graphical user interface(GUI) makes its usage much simpler. We have simulated a couple of scenarios for Koreasat I,II which are being operated as geostationary communication satellites to verify the system performance.

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Colonoscopy Training Simulator

  • Yi, S.Y.;Woo, H.S.;Kwon, J.Y.;Joo, J.K.;Lee, D.Y.
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.57-61
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    • 2005
  • This paper presents a new colonoscopy training simulator that includes a specialized haptic device and graphics algorithms to transfer haptic sensation through a long and flexible tube, and manage large number of polygons. The developed haptic device makes the colonoscope tube move along the two guiding rods in the translational direction. The torque of the roll motion is transferred by a timing belt and pulleys. A special guide is developed, which allows the force and torque from the motors to be transmitted to the user without loss. The haptic device is evaluated by physicians. One of the important skills of the colonoscopy, jiggling is incorporated for the first time by the developed sensor mechanism using photo-sensors. A colonoscope handle that shares the look, feel, and functions with the actual colonoscope, is developed with the necessary electronics inside. The number of polygons is reduced by an edge-collapse algorithm for real-time simulation. The algorithms to import CT data, to segment the colon image, to extract centerline of the colon, and to construct the colon surface, are integrated into a Colon Modeling Kit system that performs all these processes in real-time.

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Manipulator Path Planning Using Collision Detection Function in Virtual Environment (가상환경에서의 충돌감지기능을 이용한 조작기 경로계획)

  • 이종열;김성현;송태길;정재후;윤지섭
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2003.06a
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    • pp.1651-1654
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    • 2003
  • The process equipment for handling high level radioactive materials, such as spent nuclear fuel, is operated within a sealed facility, called a hot cell, due to high radioactivity. Thus, this equipment should be maintained and repaired by remotely operated manipulator. In this study, to carry out the sale and effective maintenance of the process equipment installed in the hot cell by a servo type manipulator, a collision free motion planning method of the manipulator using virtual prototyping technology is suggested. To do this, the parts are modelled in 3-D graphics, assembled, and kinematics are assigned and the virtual workcell is implemented in the graphical environment which is the same as the real environment. The method proposed in this paper is to find the optimal path of the manipulator using the function of the collision detection in the graphic simulator. The proposed path planning method and this graphic simulator of manipulator can be effectively used in designing of the maintenance processes for the hot cell equipment and enhancing the reliability of the spent fuel management.

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Fluid Simulation Control for Effective VFX Underwater Explosion Effects (효과적인 VFX 수중 폭발효과 구현을 위한 유체 시뮬레이션 제어)

  • Hwang, Min Sik;Lee, Hyunseok
    • Journal of Korea Multimedia Society
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    • v.20 no.9
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    • pp.1606-1618
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    • 2017
  • The explosion effect of computer graphics Visual Effects(VFX) used in films and animations is an important element that determines the completeness of the film, and its usage is getting extended. The realistic explosion effect of VFX should be made according to observations and analysis of various factors of actual explosion in real world. This experimental research would suggest the efficient production guideline for the technical characteristics of underwater explosion of VFX. For this research process, first, the comparison of actual explosion and VFX explosion effect, classification of actual explosion, and characteristics of underwater explosion effect will be addressed. Second, based on the literature reviews, the four steps of experimental production analysis tool will be derived. Third, the experimental research will be processed in along with technical factors four steps of the underwater explosion effect, (1)realistic creation and emission of fluid, (2)fluid expansion control by water pressure, (3)bubble effect, and (4)motion of bubble & dissipation of fluid. The effective method of fluid simulation production will be verified through experimental studies based on the characteristics of the actual explosion process. This experimental study suggested the VFX production technique is expected to be used as the basic data for related research field.

The Function of Computer Utilization in Educating and Researching Ocean Engineering Problems

  • Koo, Weon-Cheol;Kim, Moo-Hyun;Ryu, Sam
    • Journal of Ship and Ocean Technology
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    • v.12 no.4
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    • pp.1-6
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    • 2008
  • Nowadays, the computational capability and graphical power based on PCs increase very rapidly every year. As a result, the complicated engineering or scientific problems that could have only been handled by supercomputers a couple of decades ago can now be routinely run on PCs. Besides, the PCs can be assembled in parallel to increase its computational capability theoretically without limitation. The Web-based interface and communication tools are also being enhanced very rapidly and the real-time distance learning (E-Learning) and project cooperation on web get increasing attention. Using the-state-of-the-art computational method, a number of complicated and computationally intensive problems are being solved by PCs. The results can be well demonstrated on screen by graphics and animation tools. Those examples include the simulations of fully nonlinear waves, their interactions with floating bodies, global-motion analysis of multi-unit floating production system including complicated mooring lines and risers. Several examples will be presented in this regard. Also, Web and java-applet based educational tools have been developed at Texas A&M University for better understanding of waves and wave-body interactions. The background and examples of such Web-based educational tools published in Kim et al. (2003) are briefly introduced here.

High Speed SD-OCT System Using GPU Accelerated Mode for in vivo Human Eye Imaging

  • Cho, Nam Hyun;Jung, Unsang;Kim, Suhwan;Jung, Woonggyu;Oh, Junghwan;Kang, Hyun Wook;Kim, Jeehyun
    • Journal of the Optical Society of Korea
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    • v.17 no.1
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    • pp.68-72
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    • 2013
  • We developed an SD-OCT (Spectral Domain-Optical Coherence Tomography) system which uses a GPU (Graphics Processing Unit) for processing. The image size from the SD-OCT system is $1024{\times}512$ and the speed is 110 frame/sec in real-time. K-domain linearization, FFT (Fast Fourier Transform), and log scaling were included in the GPU processing. The signal processing speed was about 62 ms using a CPU (Central Processing Unit) and 1.6 ms using a GPU, which is 39 times faster. We performed an in-vivo retinal scan, and reconstructed a 3D visualization based on C-scan images. As a result, there were minimal motion artifacts and we confirmed that tomograms of blood vessels, the optic nerve, and the optic disk are clearly identified. According to the results of this study, this SD-OCT can be applied to real-time 3D display technology, particularly auxiliary instruments for eye operations in ophthalmology.

A Study on the Characteristics and Production of Short-form Fashion Video (숏폼 패션영상의 특성과 제작에 관한 연구)

  • Kim, Sejin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.1
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    • pp.200-216
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    • 2021
  • This article considers short-form fashion videos as distinguished from fashion films, defines the concept, details the expressive characteristics of short-form fashion video, and reveals the method of producing it. For the methodology, a literature review was conducted to derive the concept and expression techniques. A case study was also performed to define the expressive characteristics. Five short-form fashion videos were also produced based on the results. The final results are as follows. First, short-form fashion video was defined as a fashion medium on the purpose of fashion communication within 60 seconds and classified by three digital image formats. Second, the result of analyzing the expression of the short-form fashion video shows the simplicity and reconstitution, characterization and remediation, borderless and expansion, and synesthesia trigger of the fashion image. Third, five short-form fashion videos were produced based on the theme of the digital garden. It shows that the short-form fashion video intensively expresses the content as a medium whose sensational expression is more prominent than the composition of the story by the short running time that reflects the taste of digital mainstream.

The Effect of the Technical and Virtual Creator Characteristics of Vtuber's Personal Broadcasting on Pleasure, Satisfaction, and Paid Sponsorship Intention: Based on the S-O-R Model (브이튜버(Vtuber) 개인방송의 기술적 특성과 가상 크리에이터 특성이 즐거움, 시청만족도 및 유료후원의도에 미치는 영향: S-O-R 모델을 기반으로)

  • Jin, Chengjun;Yang, Sung-Byung;Yoon, Sang-Hyeak
    • Journal of Information Technology Services
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    • v.21 no.5
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    • pp.107-127
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    • 2022
  • Personal broadcasting utilizing Vtuber, a virtual creator made of 2D or 3D avatars, has recently appeared and is growing in popularity. Vtuber is a virtual person who broadcasts on the Internet using 2D or 3D avatars with real-time motion capture and computer graphics technologies. While the personal broadcasting industry utilizing Vtuber is proliferating, related studies have mainly concentrated on technical issues. Therefore, in this study, the antecedent factors that form the technical characteristics and virtual creator characteristics of Vtuber personal broadcasting are derived using the Stimulus-Organism-Response (S-O-R) model. Then the effect of these factors on viewer pleasure and satisfaction, which lead to increased paid sponsorship is to be examined. Furthermore, we investigate how this influencing mechanism fluctuates based on the avatar type (2D vs. 3D). This study contributes to empirical examinations of viewers' paid sponsorship intention in Vtuber personal broadcasting through the S-O-R model. It also offers insights that technological or virtual creator characteristics could improve viewers' pleasure, satisfaction, and even paid sponsorship.