• Title/Summary/Keyword: web3d

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An XML Database System for 3-Dimensional Graphic Images (3차원 그래픽 이미지를 위한 XML 데이타베이스 시스템)

  • Hwang, Jong-Ha;Hwang, Su-Chan
    • Journal of KIISE:Databases
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    • v.29 no.2
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    • pp.110-118
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    • 2002
  • This paper presents a 3-D graphic database system based on XML that supports content-based retrievals of 3-D images, Most of graphics application systems are currently centered around the processing of 2-D images and research works on 3-D graphics are mainly concerned about the visualization aspects of 3-D image. They do not support the semantic modeling of 3-D objects and their spatial relations. In our data model, 3-D images are represented as compositions of 3-D graphic objects with associated spatial relations. Complex 3-D objects are mode]ed using a set of primitive 3-D objects rather than the lines and polygons that are found in traditional graphic systems. This model supports content-based retrievals of scenes containing a particular object or those satisfying certain spatial relations among the objects contained in them. 3-D images are stored in the database as XML documents using 3DGML DTD that are developed for modeling 3-D graphic data. Finally, this paper describes some examples of query executed in our Web-based prototype database system.

2D to 3D Anaglyph Image Conversion using Linear Curve in HTML5 (HTML5에서 직선의 기울기를 이용한 2D to 3D 입체 이미지 변환)

  • Park, Young Soo
    • Journal of Digital Convergence
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    • v.12 no.12
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    • pp.521-528
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    • 2014
  • In this paper, we propose the method of converting 2D image to 3D image using linear curves in HTML5. We use only one image without any other information about depth map for creating 3D images. So we filter the original image to extract RGB colors for left and right eyes. After selecting the ready-made control point of linear curves to set up depth values, users can set up the depth values and modify them. Based on the depth values that the end users select, we reflect them. Anaglyph 3D is automatically made with the whole and partial depth information. As all of this work has been designed and implemented in Web environment using HTML5, it is very easy and convenient and end users can create any 3D image that they want to make.

Effects of a Web-Based Nutrition Counseling on Food Intake and Serum Lipids in Hyperlipidemic Patients (웹기반 영양상담이 고지혈증 환자의 식사섭취 및 혈청 지질에 미치는 영향)

  • Kim, Jong-Suck;Han, Ji-Sook
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.33 no.8
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    • pp.1302-1310
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    • 2004
  • The purpose of this study was to investigate whether a web-based nutrition counseling could lead to beneficial outcomes in food intake and serum lipids of patients with hyperlipidemia. Forty hyperlipidemic patients, twenty of them were hypercholesterolemia and the other twenty were hypertriglyceridemia, participated in a web-based nutrition counseling program. At the first nutrition counseling, the patients were counselled through interview and then follow up nutrition counseling was accomplished four times during eight weeks through a web-based internet program. Various markers of disease risk including anthropometric indices, food intakes and serum lipid levels were measured before and after the web-based nutrition counseling. After nutrition counseling, body mass index significantly decreased in both groups and waist to hip ratio significantly decreased in male hypercholesterolemic patients (p<0.05). Total-cholesterol decreased from 262.2 mg/dL to 234.9 mg/dL, LDL-cholesterol decreased from 186.8 mg/dL to 160.5 mg/dL in hypercholesterolemic patients, triglyceride decreased from 288.6 mg/dL to 211.9 mg/dL and total-cholesterol decreased from 217.2 mg/dL to 198.7 mg/dL in hypertriglyceridemic patients after nutrition counseling. Anthropometric value and nutrient intakes were improved after nutrition counseling. Energy, fat and saturated fatty acid intakes decreased significantly in both groups (p<0.05). Therefore, this study shows that the web-based nutrition counseling is effective in improving food habit and influences positively in serum lipid levels of the patients. In addition, these results indicate that internet presents us with potential as a new medium for nutrition counseling in informationized society.

Interconnecting Methods of Web based IPTV Contents Provider to IMS and Its Characteristics (IMS 네트워크에 웹기반 IPTV 콘텐츠 사업자 접속 방식 및 특성)

  • Kim, Hyun-Ji;Han, Chi-Moon
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.47 no.6
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    • pp.49-57
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    • 2010
  • In the near future IPTV services will be emerged the various types through Internet, but IMS based IPTV service is one of the very attractive IPTV services. This paper describes the interconnecting architectures of Web based IPTV contents provider to IMS(IP Multimedia System) network and describes the three difference architectures as method to find its IP address. One is the architecture using DNS or HSS to find IP address of Web based IPTV contents provider and connecting gateway function to I-CSCF in IMS. The other is the architecture connecting gateway AS to ISC interface of S-CSCF in IMS. This paper describes the characteristics of traffic generating due to interconnect the Web contents provider, and the traffic model of each architectures. The proposed each architecture is emulated the session establishment delay characteristics in CoD service of IPTV by the simulation. This paper shows that the architecture connecting gateway AS to ISC interface of S-CSCF is the excellent method compare to other two methods in view of the session establishment delay.

Design and Implementation of Interactive Courseware for learning Solid Objects Using VRML and Java on the Web (웹상에서 VRML과 JAVA를 이용한 입체도형의 상호작용적 코스웨어의 설계 및 구현)

  • Cho, Seung-Il;Yoo, Bong-Gil;Lee, Jong-Chan;Song, Seung-Heon;Yoon, Bo-Yul;Kim, Eung-Kon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.10a
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    • pp.223-226
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    • 2000
  • 최근 컴퓨터의 대중화와 인터넷환경의 구축으로 인하여 웹기반 코스웨어들의 필요가 급속히 늘고 있다. 그러나 수학 교과의 입체도형 편에 있어서는 웹기반 3D 코스웨어들의 개발은 부진한 편이다. 기존의 코스웨어들은 저작도구를 활용한 2D 위주였고, 최근 연구되어진 3D 코스웨어들은 상호작용이 부족하여 다양한 학습자의 욕구를 충족시키지 못하고 있다. 따라서 본 연구에서는 3D 입체도형의 학습과 학습자의 자극에 반응하는 상호작용적 체험학습이 되도록 VRML 과 JAVA를 이용하여 구현하였다.

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A Study on the Unity-based Webtoon VR Production Process (유니티 기반 웹툰VR 제작 과정에 관한 연구)

  • Kim, Eun-Ji;Lee, Sang Hwa;Lee, Byong-Kwon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.129-131
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    • 2022
  • 본 프로젝트는 Unity3D Tool 기반의 가상 체험용 웹툰 VR 제작 과정을 설계하고 구현했다. 프로젝트의 핵심 기능 및 환경은 게임 제작용 툴인 Unity를 사용하여 웹과 모바일 앱에서 다양하게 접근할 수 있도록 제작하는 것이다. 웹에서는 키보드와 마우스로 제어하고 모바일 앱에서는 VR 장치를 통해 자체 컨트롤러 기능을 활용하여 이동 및 제어 처리했다. 그리고 VR 장치를 활용한 앱 컨트롤러는 시선으로 제어할 수 있도록 했다. 본 연구는 유니티(unity)기반의 웹툰VR 제작 과정을 구현한 연구이다. 웹툰 기반의 VR 연구는 기존의 2D 형태의 보기만 하는 과정을 VR 기술을 이용해 360도 웹툰을 볼 수 있고 체험할 수 있다. 연구에서는 사용한 장비로 오큘러스 퀘스트(HMD 장치)이다.

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IMGT Unique Numbering for Standardized Contact Analysis of Immunoglobulin/antigen and T cell receptor/peptide/MHC Complexes

  • Kaas, Quentin;Chiche, Laurent;Lefrane, Marie-Paule
    • Proceedings of the Korean Society for Bioinformatics Conference
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    • 2005.09a
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    • pp.209-214
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    • 2005
  • Immunoglobulins (IG) , T cell receptors (TR) and major histocompatibility complex (MHC) are major components of the immune system. Their experimentally determined three-dimensional (3D) structures are numerous and their retrieval and comparison is problematic. IMGT, the international ImMunoGeneTics information system$^{\circledR}$(http://imgt.cines.fr), has devised controlled vocabulary and annotation rules for the sequences and 3D structures of the IG TR and MHC. Annotated data from IMGT/3D sructure-DB, the IMGT 3D structure database, are used in this paper to compare 3D structure of the domains and receptor, and to characterize IG/antigen, peptide/MHC and TR/peptide/MHC interfaces. The analysis includes angle measures to assess receptor flexibility, structural superimposition and contact analysis. Up-to-date data and analysis results are available at the IMGT Web site, http://imgt.cines.fr.

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Reserch On The Fundamental Technology To Utilization Of Platform To Providing Mobile Underground Geospatial Infomation Map (모바일용 지하공간통합지도 제공 플랫폼 활용을 위한 기반 기술 연구)

  • LEE, Tae-Hyung;KIM, Hyun-Woo
    • Journal of the Korean Association of Geographic Information Studies
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    • v.23 no.4
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    • pp.173-183
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    • 2020
  • In the midst of the aging of underground facilities in urban areas and anxiety about road excavation safety accidents, the Ministry of Land, Infrastructure and Transport began to build Underground Geospatial Infomation Map from 2015 as part of the 「ground subsidence prevention measures」 and efficient use of underground spaces. So, the scope is spreading every year. The current Underground Geospatial Infomation Map information is web-based and is operated in a desktop environment, so it is true that there are some limitations in its use in a field environment such as an excavation construction site. The Underground Geospatial Infomation Map, built and operated in a web-based environment, is a large-scale 3D data. Therefore, in order to service by transmitting data to the field without delay, it is necessary to lighten the Underground Geospatial Infomation Map data. In addition, the current Underground Geospatial Infomation Map is not unified in data formats such as 3DS and COLLADA, and the coordinate system method is also different in relative coordinates and absolute coordinates. In this study, by analyzing domestic and overseas prior research and technical use cases, a mobile Underground Geospatial Infomation Map data format and a lightweight method were presented, and a technology development was conducted to create a mobile underground space integration map in the presented format. In addition, the weight reduction rate was tested by applying 3D data compression technology so that data can be transmitted quickly in the field, and technology was developed that can be used by decompressing 3D data compressed in the field. finally, it aims to supplement the technology experimentally developed in this study and conduct additional research to produce it as software that can be used in the excavation site and use it.

전자 거래를 위한 3차원 가상 상점 디렉토리 서비스 구현

  • 강대기;김중배;함호상;박상봉
    • Proceedings of the ESK Conference
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    • 1997.04a
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    • pp.138-144
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    • 1997
  • 본 연구에서는 VRML(Virtual Reality Modeling Language)을 이용하여 월드 와이드 웹(World Wide Web; WWW) 상에서의 3차원 디렉토리 서비스인 "3D 한마당"을 구현하였다. 현재 WWW 상에서는 많은 2차원 디렉 토리 서비스가 존재하나 3차원검색 서비스에 비해 사용자를 위한 가상 현실감이 부족한 단점이 있다. 또한 3차원 검색 서비스는 그 잠재적 수요가 점차 증가함에도 불구하고 아직 적은 편이며, 또한 중오성이 차츰 커 지는 전자 상거래를 위해 특화된 디렉토리 서비스도 그 요구에 비해 많지 않다. 3차원으로 디렉토리 서비스의 기능을 수행할 수 있는 3D 한마당은 HTML(Hyper Text Markup Language)에 의해 기술되는 2차원 전자 거래용 디 렉토리 서비스인 "한마당"을 보조하기 위해 제작된 것으로, VRML 1.0 사양에 맞추어서 만들어졌다. 3D 한마당 을 위한 VRML 월드를 만들기 위해, Pentium PC에서 3-D MAX 소프트웨어로 각 구성 객체들을 저작한 후, 이를 조합하여 VRML 1.0 사양을 따라 월드로 변환하는 방법을 사용하였다. 이렇게 완성된 3D 한마당은 기존의 2차원 전자 거래용 디렉토리 서비스인 한마당에서 하이퍼링크로 바로 접근할 수 있으며, 또한 월드 안의 객체에서 그 객체에 대한 2차원 테이블로도 연결이 가능하게 하였다. 이러한 3차원 가상상점 디렉토리 서비스는 전자 거래에 특화된 특성 때문에 정해진 개수의 객체들만 요구되어 구현이 쉬운 이점이 있고, 보다 인간에게 자연스러운 인테 페이스로 정보 검색을 지원하게 해줄 수 있다.정보 검색을 지원하게 해줄 수 있다.

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Cloud Computing-Based Processing of Large Volume UAV Images Acquired in Disaster Sites (재해/재난 현장에서 취득한 대용량 무인기 영상의 클라우드 컴퓨팅 기반 처리)

  • Han, Soohee
    • Korean Journal of Remote Sensing
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    • v.36 no.5_3
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    • pp.1027-1036
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    • 2020
  • In this study, a cloud-based processing method using Agisoft Metashape, a commercial software, and Amazon web service, a cloud computing service, is introduced and evaluated to quickly generate high-precision 3D realistic data from large volume UAV images acquired in disaster sites. Compared with on-premises method using a local computer and cloud services provided by Agisoft and Pix4D, the processes of aerial triangulation, 3D point cloud and DSM generation, mesh and texture generation, ortho-mosaic image production recorded similar time duration. The cloud method required uploading and downloading time for large volume data, but it showed a clear advantage that in situ processing was practically possible. In both the on-premises and cloud methods, there is a difference in processing time depending on the performance of the CPU and GPU, but notso much asin a performance benchmark. However, it wasfound that a laptop computer equipped with a low-performance GPU takes too much time to apply to in situ processing.