• Title/Summary/Keyword: 입체형

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Design of a Stereo Hearing Aid Module for Presbycusis (노인성 난청 보상을 위한 양 이 보청 모듈 설계)

  • Lee, Kwang
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.4
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    • pp.779-784
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    • 2020
  • In this paper, we improved the high frequency noise characteristics of the previously proposed hearing aid circuits for presbycusis, and we designed and fabricated a stereo hearing aid module. The cause of high frequency noise, which occurs in some cases in the previous circuits under high gain conditions, was analyzed through simulations. Two mute switches were added to adjust each boosting gain for right and left ears more accurately by muting the sound of the other ear when adjusting the gain of one ear in the stereo hearing aid module.

A Study on the Customization of Shoes Design Characteristics with 3D Printing Technology (3D 프린팅 기술을 적용한 맞춤형 슈즈디자인 특성에 관한 연구)

  • Park, Junhong;Lee, Junsang
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.516-517
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    • 2019
  • 3D printing technology has been receiving attention as a key technology in that it can output 3D printed designs that are either virtual or flat. This study analyzed the general manufacturing process by first compiling the concept of shoes, presented the 3D printed shoe manufacturing process, and studied custom manufacturing techniques by dividing the produced shoe cases by brand (sports brand, designer brand). Through case analysis, 4 design manufacturing techniques of 3D printed shoes were derived. Therefore, this study is expected to provide a basis for more advanced creative ideas in the shoe design area using 3D printing.

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Developing an Interactive UCC for Branding Jeju Water (제주 물 브랜드 제고를 위한 체험형 UCC 제작 방안)

  • Kim, Minsu;Boo, Kyung-min;Im, Kyung-duk;Kim, Seong Baeg
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.04a
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    • pp.527-530
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    • 2010
  • 최근에 웰빙 열풍에 의해 사람들이 기능성 음료, 건강 차, 마시는 물 등에 대한 관심도가 나날이 높아지고 있다. 그러나 사람들이 웰빙 열풍에 따라 건강에 좋은 물에 높은 관심을 갖고 있기는 하지만 실제로 자신들이 마시고 있는 물의 웰빙성에 대한 정보는 피상적인 수준에 머물고 있다. 왜냐하면, 물에 대한 기존 홍보 방법들이 단방향 형태의 단편 정보를 전달하는 수준에 그치고 있기 때문이다. 특히, 최근에 각광을 받고 있는 UCC를 활용하여 물의 브랜드를 제고시키는 연구는 아직 미미한 상태에 머물고 있으며, 상호작용성이나 체험성 형태를 제대로 갖추지 못하고 있다. 이에 본 논문에서는 제주 물에 대한 효과적인 브랜딩 방안으로 첨단 정보 기술과 제주 물의 특성을 융합하는 접근으로 체험형 UCC를 어떻게 제작할 것인지를 알아본다. 다양한 물 종류 중에서도 국내에서 우수한 물로 인정받고 있는 제주 물의 브랜드 제고를 위해 정보 기술과의 효과적인 융합에 초점을 맞추고자 한다. 제주 물은 지하수로 화산 암반수이기 때문에 제주를 다녀갔던 관광객을 비롯한 대부분 일반 사람들은 제주 물의 실체를 직접 보거나 체험해 볼 수 없다. 그러므로 단순히 제주 물을 홍보하는 UCC 형태를 탈피하여 상호작용적 체험을 통해 제주 물의 우수성과 브랜드를 보다 효율적으로 전달할 수 있는 방안을 제시한다. 또한, 3D 기술을 이용하여 입체적으로 제주의 물의 웰빙성을 느껴볼 수 있는 방안을 제시하고자 한다.

Stereospecific Reaction of S,S-prodien(= 1,9-bis(S)-prolyl-1,9-dioxo-2,5,8-triazanonane) (Ⅰ); Synthesis of ${\wedge}-{\alpha}{\beta}$(ffm)-[Co(S,S-prodien)$H_2O$]$ClO_4$ (S,S-prodien(=1,9-bis(S)-prolyl-1,9-dioxo-2,5,8-triazanonane)의 입체특이성 반응(I); ${\wedge}-{\alpha}{\beta}$(ffm)-[Co(S,S-prodien)$H_2O$]$ClO_4$의 합성)

  • Lee, Bae Wook;Kim, Jin Woo;Lee, Dong Jin;Kim, Bong Gon;Oh, Chang Eon;Doh, Myung Ki
    • Journal of the Korean Chemical Society
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    • v.41 no.9
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    • pp.465-470
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    • 1997
  • A chiral pentadentate ligand, 1,9-bis(S)-prolyl-1,9-dioxo-2,5,8-triaza-nonane, (S,S-prochen) which shows the stereospecific reaction was synthesized from the reaction of S-proline and diethylenetriamine (dien). The red-violet $[Co(SS-prodien)H_2O]ClO_4$ was prepared by the oxidation of the aqueous solution dissolving $CoCl_2{\cdot}6H_2O$ and S,S-prodien. Elemental analysis, electronic absorption spectroscopy, and $^{13}C-NMR$ spectroscopy suggest that the geometrical structure of the Co(III) complex to be an ${\alpha}{\beta}$ (ffm) form, where the dien moiety of the ligand chelates the metal center to comprise a facial isomer, and an aqua ligand coordinates a cis site to the secondary nitrogens of the dien. Based upon the CD spectroscopic analysis, it seems that the absolute configuration of the ${\alpha}{\beta}$(ffm)-$[Co(SS-prodien)H_2O]ClO_4$ has the ${\Lambda}$-form.

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High-Quality Depth Map Generation of Humans in Monocular Videos (단안 영상에서 인간 오브젝트의 고품질 깊이 정보 생성 방법)

  • Lee, Jungjin;Lee, Sangwoo;Park, Jongjin;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
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    • v.20 no.2
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    • pp.1-11
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    • 2014
  • The quality of 2D-to-3D conversion depends on the accuracy of the assigned depth to scene objects. Manual depth painting for given objects is labor intensive as each frame is painted. Specifically, a human is one of the most challenging objects for a high-quality conversion, as a human body is an articulated figure and has many degrees of freedom (DOF). In addition, various styles of clothes, accessories, and hair create a very complex silhouette around the 2D human object. We propose an efficient method to estimate visually pleasing depths of a human at every frame in a monocular video. First, a 3D template model is matched to a person in a monocular video with a small number of specified user correspondences. Our pose estimation with sequential joint angular constraints reproduces a various range of human motions (i.e., spine bending) by allowing the utilization of a fully skinned 3D model with a large number of joints and DOFs. The initial depth of the 2D object in the video is assigned from the matched results, and then propagated toward areas where the depth is missing to produce a complete depth map. For the effective handling of the complex silhouettes and appearances, we introduce a partial depth propagation method based on color segmentation to ensure the detail of the results. We compared the result and depth maps painted by experienced artists. The comparison shows that our method produces viable depth maps of humans in monocular videos efficiently.

Development of Simulator for Rockfall and Landslide using Physical Engine (물리엔진을 사용한 낙석 및 산사태 시뮬레이터 개발)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.60-67
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    • 2009
  • This paper describes a development of system that enables the user to simulate the rockfall and landslide from slopes using physical engine. Until now, it will not be able to accomplish the virtual experiment of three-dimensional interpretation about slope informations, stability evaluation, the rockfall and landslide simulation, etc., because of absence of three-dimensional simulation systems which relates with slopes. With like that reason, this paper developed a simulator which is identical or similar the rockfall and the landslide where the possibility which will occur or occurred from actuality is high very actual condition from virtual experiment. For a simulator development, this paper uses the physical engine which is mainly used from computer game and animation development etc., And it will be show the process where the rockfall and landslide occurs with simulator. This simulator which sees the process where the rockfall and the landslide occur from three-dimension computer graphics theory and the physical engine, is a system which is the possibility of showing actual feeling. Therefore, the result of this paper is applied in vehicle travelling guidance system and intelligence traffic systematic etc., because of creates visual service and three-dimensional application of the slope information database which is developed in existing, and will be able to forecast the upgrade of user benefit planning and a service.

A Study on Real-time Autonomous Driving Simulation System Construction based on Digital Twin - Focused on Busan EDC - (디지털트윈 기반 실시간 자율주행 시뮬레이션 시스템 구축 방안 연구 - 부산 EDC 중심으로 -)

  • Kim, Min-Soo;Park, Jong-Hyun;Sim, Min-Seok
    • Journal of Cadastre & Land InformatiX
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    • v.53 no.2
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    • pp.53-66
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    • 2023
  • Recently, there has been a significant interest in the development of autonomous driving simulation environment based on digital twin. In the development of such digital twin-based simulation environment, many researches has been conducted not only performance and functionality validation of autonomous driving, but also generation of virtual training data for deep learning. However, such digital twin-based autonomous driving simulation system has the problem of requiring a significant amount of time and cost for the system development and the data construction. Therefore, in this research, we aim to propose a method for rapidly designing and implementing a digital twin-based autonomous driving simulation system, using only the existing 3D models and high-definition map. Specifically, we propose a method for integrating 3D model of FBX and NGII HD Map for the Busan EDC area into CARLA, and a method for adding and modifying CARLA functions. The results of this research show that it is possible to rapidly design and implement the simulation system at a low cost by using the existing 3D models and NGII HD map. Also, the results show that our system can support various functions such as simulation scenario configuration, user-defined driving, and real-time simulation of traffic light states. We expect that usability of the system will be significantly improved when it is applied to broader geographical area in the future.

3-D Sound Image Control for two Channel Headphone (헤드폰을 이용한 3차원 음장 제어시스템)

  • 이동형;김성진;정의필;김규년;이수동
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10b
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    • pp.307-309
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    • 1999
  • 입체음향이란 음원의 위치에 따라 두 귀에 입력되는 신호를 제어함으로써 시각정보 없이 음상의 위치를 파악할 수 있는 음이다. 헤드폰을 이용하면 음장이 머리 내에 위치하게 됨으로써 거리를 파악하는 것이 매우 힘들다. 본 논문에서는 모노음을 이용하여, 2채널 헤드폰에서 재생할 수 있는 3차원 음을 만들기 위하여 Interaural Time Difference(ITD)와 Interaural Intensity Difference(IID)를 이용한 머리 전달함수(Head Related Transfer Function:HRTF)를 만든 결과와 측정 HRTF 자료인 KEMAR Data를 이용한 결과를 비교하였으며, 거리 효과를 효과적으로 구현하기 위하여 잔향효과를 추가하여 음장을 머리밖으로 꺼냄으로써, 보다 향상된 3차원 음상 제어 시스템을 제안하고 실험하였다.

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The Numerical Analysis of Tour Routes to the Gosu Cave (고수동굴 관람루트에 대한 수치적 고찰)

  • Jung, Min-Chae;Han, Dae-Ho
    • Journal of the Speleological Society of Korea
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    • no.93
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    • pp.43-51
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    • 2009
  • Due to the tour route of Gosu cave's designated route, it has a specific shape of a tree. There are some limitations because of there being no comparable analysis to other caves. However, it will be provided as basic data to do the comparable analysis with similar caves' tour routes, and to understand some problems according to the viewing route.

3D Street Design System using Compound Interface (복합 인터페이스를 활용한 3차원 거리경관 디자인 시스템)

  • 이은우;남양희
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04c
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    • pp.609-611
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    • 2003
  • 현재 건축 설계 분야에 사용되고 있는 시스템들은 대부분 데스크탑을 기반으로 하고 있고 설계시에 건축물을 입면, 측면, 평면 등으로 분리하는 인터페이스를 제공하고 있다. 그렇기 때문에 현재 설계되고 있는 건축물이 실제 거리에 적용되었을 때의 느낌을 제대로 파악하기 어렵다. 이에 대해, 실재감을 중시한 가상현실을 통한 건축 응용들이 있었으나 3차원에서의 상호작용이 쉽지 않기 때문에 가능한 상호작용이 제한되는 경향이 있었다. 이러한 한계를 극복하기 위해 본 논문에서는 실감 있는 3차원 입체 경관을 보여주면서, 설계에 필요한 상호작용의 특성에 따라 2차원과 3차원의 인터페이스 미디어를 복합 활용하는 이른바 복합 인터페이스를 활용한 거리경관 디자인 시스템을 제시한다. 이 시스템을 사용함으로써 사용자들은 실재감 있는 경관을 몰입형 벽면 디스플레이를 통해 확인하면서 모바일 기기를 활용한 복합 인터페이스를 통해 설계할 수 있게 된다.

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