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Developing methodology of 3D Cadaster Feature Model using Cadastre Process Analysis (지적 업무 분석을 기반으로 한 3차원 지적 항목 모델 개발 방법)

  • You, Hee Min;Jeong, Dong Hoon;Lee, Ji Yeong
    • Spatial Information Research
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    • v.21 no.3
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    • pp.55-69
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    • 2013
  • In the modern society, as the city grows and constructive technology gradually develops, land usage has been sophisticated and three-dimensionalized. Consequently, issues such as property ownership and legal claim over ground and underground space have been triggered, which disclose the problems of using two-dimensional cadastral management system. Numerous researches on building three-dimensional cadastral are ongoing such as defining the right relationship of land space and providing the registration and management scheme so as to solve the imminent matter. It is the chief aim of this study to increase efficiency by analyzing the vocational practices through adding on necessary sections and properties for current registration to original research work. If three-dimensional cadastral management system is once constructed, highly qualified services for citizens will be available by providing accurate land related information swiftly, which can result in inevitable improvement of efficiency at work. Hence, this thesis will suggest the internationally suitable feature model development method in terms of standardization by probing into the factual profession to derive each attributes and properties that are related to three-dimensional cadastral and affix them to the classified item requisites of initial research studies.

An Integrated Model of Cybersickness: Understanding User's Discomfort in Virtual Reality (사이버멀미 통합 모델: 가상현실 사용자의 불편감 현상 연구)

  • Chang, Eunhee;Seo, Daeil;Kim, Hyun Taek;Yoo, Byounghyun
    • Journal of KIISE
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    • v.45 no.3
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    • pp.251-279
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    • 2018
  • Users can experience cybersickness when interacting with virtual reality (VR). The symptoms of cybersickness are similar to those of motion sickness which include eye fatigue, disorientation, and nausea. Despite the longstanding interest of user's discomfort, inconsistent results have been drawn on the underlying mechanisms and solutions of cybersickness. In this study, we propose an integrated view of cybersickness connecting causes of the symptoms, human perception model, and measurements of cybersickness. Cybersickness-related factors of previous research are reorganized into content, hardware, and human factors as well as analyzed in terms of VR fidelity. Also, pros and cons that measure the degree of cybersickness are discussed.

Architectural Design using Visual and Tactile Guide in the Virtual Table (가상테이블상에서 비쥬얼 및 택타일 가이드를 이용한 건축 디자인)

  • 이선민;최수미;권두영;김명희
    • Journal of KIISE:Computing Practices and Letters
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    • v.10 no.2
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    • pp.189-198
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    • 2004
  • As display devices evolve, computer-based work environments are also becoming better suited to actual application tasks. This paper discusses the development of an architectural design system using the virtual table, which is a table-type projection system. It consists of the interactive VR modeler, the hybrid tracker and the architectural interpreter. The interactive VR modeler offers visual and tactile guide such as grid interaction, a tangible transparent prop and reference objects, so that a user can design architectural 3D models more easily and intuitively on the virtual table. The hybrid tracker includes two types of tracking methods for viewpoint according to the user's view and hand interaction: namely, vision-based tracking and magnetic tracking. The architectural interpreter automatically transforms simple 3D masses into a basic construction form that has architectural knowledge. The proposed system has advantage in the sense that it is suitable for collaboration among several users, allowing them to view graphical objects in stereoscopic view with direct 3D manipulation. Thus, it can be effectively used for architectural simulation and user-participated design.

Evaluation of the Quality of the Underground Dimension Stones -The Example of the Granite Quarry in the Geochang Area- (지하심부 석재자원의 품질평가 - 거창지역 화강암 석재석산의 예 -)

  • Hong, Sei Sun;Lee, Choon Oh;Lee, Jin Young;Kim, Yu Seong
    • The Journal of the Petrological Society of Korea
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    • v.24 no.3
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    • pp.233-252
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    • 2015
  • This research are systematic and scientific approaches to obtain the distribution, occurrence and quality of granite stone for building purposes. The process of dimension stone exploration must be carried out to know the underground potentiality of granitic body using the basic data collection and study, field mapping, detailed drilling survey, televiewer technique, and physical and chemical tests in the Geochang area. Televiewer data obtained in drilling boreholes can be accurately distinguished from the discontinuous face, strike and inclination, extension which is difficult to obtain in a core logging. 3D joint images will be helpful to establish a quarry exploitation plan because the 3D joint images give quite accurate information down to depth below the outcrop surface. Through the process of the quality estimation on the Geochang site, the proven reserve estimated as dimensional building stone are calculated with good quality in petrologic and physical properties.

The Relationship of Brand Awareness and User Experience in 3D GUI Mobile Phone (3D GUI 모바일폰의 사용자 경험과 브랜드 인지도의 상관관계)

  • Kim, Seung-In;Shin, Gwi-Ja
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.147-159
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    • 2010
  • The touch screen phone launched domestically in Korea, unlike the existing plane UI, it applied a cubic shape of 3D UI which provides three dimensional solid graphic. This study proposes to examine the correlation between the users' experience of 3D GUI, which were made by two different companies, and the brand. From this point of view, this study sets up a hypothesis about intimate correlation between individual differentiated brand and the user experience. Base on that, a model was designed. This study measured the satisfaction of user experience through the disclosure and non-disclosure of brand, focusing on 3D GUI cases which were launched so far, and it demonstrated that there was a clear difference in the degree of satisfaction. Through this examine, a brand was confirmed as one of the important element of user experience in using the 3D GUI that was launched competitively by companies. Therefore, the result of this study suggest that the designers need to establish strategies that make the brand as the core subject of design during the process of manufacturing product and service.

Analysis of Educational Effects in Augmented Reality Combined Marker System (증강현실 조합형 마커시스템의 교육효과분석)

  • Ko, Youngnam;Kim, Chongwoo
    • Journal of The Korean Association of Information Education
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    • v.16 no.3
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    • pp.373-382
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    • 2012
  • Of computing skills in the field of multi-media, particularly augmented reality technology contents may provide realistic learning experiences with 3D pictures through the learners' manipulation activities. However, the marker systems in the existing studies were not well developed as to maintain the students' interest and concentration. In this study, we have designed the first lesson ("Earth and Moon") of 5th graders' science with augmented reality combined system so that we could deal with manipulation activities of the relationship between augmented objects, From the experimental study, using combined augmented reality contents made a significant difference in their learning achievement and motivation. Thus augmented reality combined system can be utilized for a variety of topics to maintain students' learning motivation.

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CTQ Table Extraction Method Using Social Network Analysis (사회연결망분석을 활용한 CTQ(Critical-To-Quality) 테이블 추출 기법)

  • Kim, Seung Hee;Cho, Nam Wook;Kim, Woo Je
    • Journal of Information Technology and Architecture
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    • v.10 no.3
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    • pp.347-359
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    • 2013
  • The quality control of data is important element in data usage activations and decision makings. This paper is on how to extract the major critical data by each institution or organization selves. It proposes a social network analysis as a way to extract a table of high influence degree from a dynamic meta-data. The proposed CTQ data extraction method using SNA proved the fact that it is possible to extract highly accurate CTQ data by scientific measures of three-dimensional approach to real business situations without professional technicians. It is a new way that will change the goings on CTQ data management in IT sector and will improve the quality management level of an organization when applied to the real world.

Study of Educational Insect Robot that Utilizes Mobile Augmented Reality Digilog Book (모바일 증강현실 Digilog Book을 활용한 교육용 곤충로봇 콘텐츠)

  • Park, Young-Sook;Park, Dea-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.6
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    • pp.1355-1360
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    • 2014
  • In this paper, we apply the learning of the mobile robot insect augmented reality Digilog Book. In the era of electronic, book written in paper space just have moved to virtual reality space. The virtual reality, constraints spatial and physical, in the real world, it is a technique that enables to experience indirectly situation not experienced directly as user immersive experience type interface. Applied to the learning robot Digilog Book that allows the fusion of paper analog and digital content, using the augmented reality technology, to experience various interactions. Apply critical elements moving, three-dimensional images and animation to enrich the learning, for easier block assembly, designed to grasp more easily rank order between the blocks. Anywhere at any time, is capable of learning of the robot in Digilog Book to be executed by the mobile phone in particular.

Development of physical flip display and control technology (물리적 플립 디스플레이 및 제어기술 개발 연구)

  • Hong, Sung-Dae
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.577-584
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    • 2017
  • Despite growing participation of many researchers, the cases of applying the transformative emotional display technology using physical materials and media are still in its early stages and the concept and structure are not properly established in Korea. The emerging global trend of physical display shows a possibility of new digital signage using emotional flip display. In this context, this study attempts to develop related element technology necessary in physical flip display and electromagnetic rotation module along with the integration platform of aesthetic arbitrarily-shaped display. The found results will be applied in researching the contents for the main subject which will be exhibited at the EXPO 2017 in Astana. It is to build up the foundation pioneering the localization of associated industry by means of diverse technological breakthroughs including flip-display technology, electromagnetic module technology, real-time video inter-working technology, high-speed rotation module technology, and transformative 3D frame technology.

A Study on Instruction Plan for Education of the Ceramic Art and Crafts in the Middle School (중등학교 도자공예교육 활성화 방안에 관한 연구)

  • Ryu, Yu-Li
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.509-514
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    • 2014
  • It is said that ceramic arts which reflects the sprit of the age and culture is one of the representative cultural assets in Korea. Ceramic arts has the longest tradition and it has been used in our everyday life from a historical perspective. Unfortunately, most textbooks we use nowadays just show some art works for appreciation. It is impossible to teach unique techniques of ceramic arts with those textbooks. Traditional culture is not considered as a main part of educational contents but surrounding elements. Therefore it is hard for students to learn about our traditional culture deeply and it is also difficult to know the importance of the ceramic arts in secondary schools. Through the education of ceramic arts students can understand our traditional culture and they can also experience the formative arts by using plane and dimensional techniques. Teachers have to focus on historical background, types, functions, and sense of beauty of ceramic arts when they teach students in school. Students can use the knowledge in their daily lives. The education of ceramic arts encourage students to create new culture for ceramic arts.