• Title/Summary/Keyword: 가상작업공간

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A Study on Evaluating Digital Illusion Level of Public Library (공공도서관의 디지털 통합 수준 평가에 관한 연구)

  • Noh, Younghee
    • Journal of the Korean Society for information Management
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    • v.32 no.4
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    • pp.167-203
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    • 2015
  • This study tends to apprehend how much public library contributes to a role of upbuilder of digital integrated local society through a survey. For this, I performed the survey on 935 organization of public library in the whole country registered in national library statistical system. As a result, firstly, it's apprehended that equipment infra, Internet infra, etc like computer, laptop, scanner, tablet PC, etc are in relatively high level. Secondly, service or resource like electronic book, digital and virtual reference service, library service mobile App, etc that users can use are in relatively high level but software supporting cooperation and group task, fusibility of participating space, etc are shown very low level. Thirdly, the rate of literacy training relating to technology were only 22.4%, education subject focused on resource searching subject and somewhat future-oriented technical education like directions of video conference technique, cloud computing application education, etc wasn't conducted. Finally, we should consider expansion of providing technology and equipment and provision of future-oriented service and education according to a flow of the time that needs to seek change in various roles of library as enjoying culture space or creative space.

A Constructive Modeling Process in the Form of 'Visual Mathematics' (시각수학과 원리 확장적 모델링 프로세스)

  • 김진희
    • Archives of design research
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    • v.12 no.2
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    • pp.89-95
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    • 1999
  • Carlo H. Sequin, a computer scientist, became to know a sculpture of subtle space construction which was created by Brent Collins, a sculptor, and introduced it as 'Visual Mathematics' in a journal. Sequin who was able to deduce a basic logic of the construction, has developed a software which can be used for virtual modeling merely by substituting simple numerical values using a computer and supplied it to Collins. The present author who was exposed to their collaboration works through series of their papers published in the journal, Leonardo, introduces the Collins' sculptures and the author's modeling procedures of animation works both of which show many common things in visual characteristics and modeling expansion method. The author investigates the mathematical characteristics which is used as a basic motive of modeling and then supplied as a principal visual characteristics of a material. 'Modeling Development by Principle Expansion,' in which the expansion is developed on the base of space twist as for Collins whereas the space section as for the present author, is introduced in this study. With the same stream of the mutual reaction in 'arts, sciences and technology' which has been stressed with the development of sciences and technology, this modeling technology is suggested as a research theme which has a possiblity of various applications.

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Digital Acting Method (디지털 연기 연구)

  • Park, Hoyoung
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.205-212
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    • 2018
  • Learning how to express and express the characteristics of acting expressions required by different media is easy to express the acting required in various mediums. The style of acting required by each medium is different depending on the characteristics of the medium. In particular, digital acting using computer graphics technology expresses actors as if they are in the space by imagining the imaginary space. Through computer graphics post-production, the actual space that will be visible on the final screen is completed and creates a story based on the actual situation. The role of digital actors in applying motion capture to movies is becoming increasingly important. Natural cross-reaction acting between live-action actors and digital character actors has become a trend in animation films where only digital actors appear. In animation films, a real actor plays a major role in connecting the characters of a digital actor. The core of a digital actor is the realization of a unique character performance. In the era of trans-media, the importance of digital acting is increasing day by day.

A Conceptual Design on Training Simulator of the Special Railway Vehicle for Multiple Tie Tamper (궤도보수 특수철도차량 탬퍼 모의훈련연습기의 개념설계)

  • Ahn, Seung-Ho;Kang, Jeong Hyung;Kim, Chul Su
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.10
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    • pp.430-436
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    • 2018
  • Special railway vehicles for track maintenance are equipped with a tamping device that adjusts various track trajectories to reduce the vibration of rolling stock and improve ride quality during trains passing over a track. The development of a simulator that can confirm the error of the actual tamping work is important for reducing human error in the linearization of the track misalignment. In this study, to improve the reality and training effect of conventional 2D simulator, 3D simulator modeling was implemented for tamping work of special railway vehicles in virtual space. The problem of buffering during high screen quality of tamping work was solved using the Unwrap UVW mapping technique of a low polygon extracted from high quality polygon modeling. The human error in the training of the tamping work was detected by the principle of circle and square collision when the tamping tyne and the sleeper collided. In addition, vibration of the driving chair was generated at the same time as the collision, and the number of the sleeper strikes is displayed on the simulator exercise screen. Owing to the scattering of railway ballast protruding from the sleepers, which had a serious effect on the safety of the vehicle, the gravel bouncing effect of the tamping unit was applied.

A Study on Pipe Model Registration for Augmented Reality Based O&M Environment Improving (증강현실 기반의 O&M 환경 개선을 위한 배관 모델 정합에 관한 연구)

  • Lee, Won-Hyuk;Lee, Kyung-Ho;Lee, Jae-Joon;Nam, Byeong-Wook
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.32 no.3
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    • pp.191-197
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    • 2019
  • As the shipbuilding and offshore plant industries grow larger and more complex, their maintenance and inspection systems become more important. Recently, maintenance and inspection systems based on augmented reality have been attracting much attention for improving worker's understanding of work and efficiency, but it is often difficult to work with because accurate matching between the augmented model and reality information is not. To solve this problem, marker based AR technology is used to attach a specific image to the model. However, the markers get damaged due to the characteristic of the shipbuilding and offshore plant industry, and the camera needs to be able to detect the entire marker clearly, and thus requires sufficient space to exist between the operator. In order to overcome the limitations of the existing AR system, in this study, a markerless AR was adopted to accurately recognize the actual model of the pipe system that occupies the most processes in the shipbuilding and offshore plant industries. The matching methodology. Through this system, it is expected that the twist phenomenon of the augmented model according to the attitude of the real worker and the limited environment can be improved.

Necessity to incorporate XR-based Training Contents Focused on Cable pulling using Winches in the Shipbuilding (윈치를 활용한 케이블 포설을 중심으로 고찰한 XR 기반 훈련 콘텐츠 도입의 필요성)

  • JongMin Lee;JongSeong Kim
    • Journal of Korea Society of Industrial Information Systems
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    • v.28 no.6
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    • pp.53-62
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    • 2023
  • This paper has suggested the necessity of introducing training contents using XR(Extended reality) technology as a way to lower the high rate of nursing accidents among unskilled technical personnel in domestic shipbuilding industry, focusing on cable pulling using winch. The occurrence rate of nursing accidents in the domestic shipbuilding industry was almost double(197.4%) (2017~2020) when compared with other manufacturing industries. In particular, it is worth noting that more than 31.8% of nursing accidents in the shipbuilding industry occurred among workers whose job experience is no more than 6 months. Most of new workers are seen to have hard time due to several factors such as lack of work information, inexperience, and unfamiliarity with the working environments. This indicates that it is essential to incorporate more effective training method that could help new workers become familiar with technical skills as well as working environments in a short period of time. Currently, education/training at the domestic shipyard is biased toward technical skills such as welding, painting, machine installation, and electrical installation. Contrary, even more important training required to get new workers used to the working environment has remained at a superficial level such as explaining ship building processes using 2D drawings. This may be the reason why it is inevitable to repeat similar training at OJT (On-the-Job Training) even at the leading domestic companies. Domestic shipbuilding industries have been attracting a lot of new workers thanks to recent economic recovery, which is very likely to increase the occurrence of disasters. In this paper, the introduction of training using XR technology was proposed, and as a specific example, the process of pulling cables using winches on ships was implemented as XR-based training content by using Unity. Using the developed content, it demonstrated that new workers can experience the actual work process in advance through simulation in a virtual space, thereby becoming more effective training content that can help new workers become familiar with the work environment.

The Improvement of Mouse-Keyboard Control UI for 3D VR Contents (3차원 VR 콘텐츠의 마우스-키보드 조작 UI 개선)

  • Roh Hwan-Bum;Seo Jong-Hwan
    • The Journal of the Korea Contents Association
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    • v.5 no.6
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    • pp.184-192
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    • 2005
  • The best way to express space effectively on internet is to use 3D VR(Virtual Reality) contents. But it is too difficult to control the 3D VR space with the 2D device. So the content makers cannot solve this problem easily. Besides they define the UI control in their own subjective way which makes the users confused. The purpose of this study is to present the grounds for the Control UI standardization by studying the deriving improvement direction. First of all, we categorize current control UI designs for space-VR on web service by controlling method features into three Types. Next we itemize the main improvement direction that is based on our analysis. First, the UI design that maintains for a typical 2D Input Device method to help the beginner users. Secondly, the concise UI that allows users to Immerse easily in VR. Thirdly, the control level construction that satisfies both users who are skillful at 3D games and users who have little experience with these devices. In this way, we propose the most suitable control UI model that satisfies these improvement directions. We expect the result of our study to serve as an important basis for the standardization of VR services.

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Design and Implementation of 3D Web Service based on ASE File and Model Database (ASE 파일 파싱과 모델 데이터베이스 연동을 통한 3D 웹 서비스 설계 및 구현)

  • Yeo, Yun-Seok;Park, Jong-Koo
    • The KIPS Transactions:PartD
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    • v.11D no.6
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    • pp.1327-1334
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    • 2004
  • The purpose of this paper is to implement Web 3D environment that is not provider - oriented but client-oriented in order to provide dynamic information and to analyze knowledges by executing programs on Web pages. For these, The 3D Viewer program that parses and renders ASE files - the most general 3D Model Data file and exported text file of 3D Max Studio - is made and then converted into ActiveX 3D Viewer Component that can be used on the Web. With the purpose of managing ASE and texture file efficiently and interacting between clients and server, ActiveX Component link ASP and Database with Web Service. The 3D View Web Service can make dynamic information and cooperative works easier in Networked Virtual Reality.

A Study on a position detection of radiation using CCD camera (영상센서를 이용한 방사선원 위치탐지 연구)

  • Lee, Nam-Ho;Choi, Chang-Whan;Shin, Ho-Chul;Jun, Seung-Ho
    • Proceedings of the KIEE Conference
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    • 2006.04a
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    • pp.324-326
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    • 2006
  • CCD형 영상소자는 방사선 피폭 시 표면과 격자내부에 모두 손상을 받게 되며, 감마방사선이나 X선과 같은 고에너지의 이온화 방사선에 노출될 경우 격자 실리콘 내부에 전자-전공쌍(Electron-hole pair, EHP)이 발생된다. 이러한 EHP는 CCD의 순간 출력 광전류로 변환되어 백색 화소 형태의 영상잡음으로 가시화되며, 이 화소 수는 피폭 방사선량에 비례하여 증가하는 특성을 지니고 있다. 따라서 출력 영상정보를 분석하면 조사된 방사선의 양과 특성을 측정할 수 있다. 본 연구에서는 CCD를 이용하여 가상의 방사능 물질 누출 공간에서 방사선원의 방향과 거리정보를 고속으로 탐지하기 위한 장치와 고속 측정 알고리즘을 구현하고 실제 방사선장에서 실증시험을 수행하였다. 방사선 탐지기는 콘형 납 콜리메이터(Collimator)와 가시광 변환용 신틸레이터(CsITl) 및 차폐체로 구성된 센서부와 제어 및 방사광 신호처리를 수행하는 PC부로 구성된다. 감마방사선($^{60}Co$) 방사선장 실증시험에서 방사선원간 거리 83cm에서 측정된 거리 탐지는 5.3%의 오차로 확인되었다. 이 방사선 탐지기는 임의의 고방사선 누출사고에 대한 초기대응 작업을 수행하기 위한 무인 이동로봇용 방사선 탐지기로 활용이 가능하다.

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The Development of Ergonomics Cockpit Design Program Based on the Military Aircraft (군용기 조종실 설계 프로그램 개발)

  • 김문열;류태규;김성래
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.34 no.4
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    • pp.83-88
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    • 2006
  • One of the most important works in the development of military aircraft is to construct and utilize the various technical data and information needed in the design, analysis and evaluation under integrated system structure. A vast and various data in oder to optimize cockpit design is needed in geometric & arrangement design, vision analysis and escape system design. In addition, the application of ergonomics cockpit design concept based on the sorts of human elements and anthropometric data as design consideration for pilots is required. To accomplish above these activities, the data gathered and formed through the aircraft development program was become database and developed by tool to be able to support ergonomics cockpit design work.