• Title/Summary/Keyword: 자동 제작

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Design and Development of an Interactive Tool for Developing Multi-platform Software (멀티 플랫폼 소프트웨어 개발을 위한 대화형 도구의 설계 및 구현)

  • 최진우;황선태;우종우
    • Journal of Internet Computing and Services
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    • v.3 no.4
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    • pp.95-102
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    • 2002
  • A continuous development of new hardware and operating systems brings the importance of portable programming, which can be imported into multi-platform environment. Also, the recent development of computer communication technology brings us many choices of accessing into the other platforms, which also becomes a burden for the programmers who should consider developing software fitting into diverse platforms The present GNU system tools creates a part of the source code automatically, and suggests a direction towards a new platform. but the source code must be prepared by the programmer at the source level. In this paper, we describe design and implementation of on interactive tool for developing multi-platform software, The tool is designed to help a programmer to build a portable program for multi-platform, even though the programmer does not know very well about various UNIX platforms, And, the tool uses existing GNU system tools, such as autoconf, autoheader, automake and etc, and is able to insert a portable code into a right position by interacting with a programmer.

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3D Character Motion Synthesis and Control Method for Navigating Virtual Environment Using Depth Sensor (깊이맵 센서를 이용한 3D캐릭터 가상공간 내비게이션 동작 합성 및 제어 방법)

  • Sung, Man-Kyu
    • Journal of Korea Multimedia Society
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    • v.15 no.6
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    • pp.827-836
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    • 2012
  • After successful advent of Microsoft's Kinect, many interactive contents that control user's 3D avatar motions in realtime have been created. However, due to the Kinect's intrinsic IR projection problem, users are restricted to face the sensor directly forward and to perform all motions in a standing-still position. These constraints are main reasons that make it almost impossible for the 3D character to navigate the virtual environment, which is one of the most required functionalities in games. This paper proposes a new method that makes 3D character navigate the virtual environment with highly realistic motions. First, in order to find out the user's intention of navigating the virtual environment, the method recognizes walking-in-place motion. Second, the algorithm applies the motion splicing technique which segments the upper and the lower motions of character automatically and then switches the lower motion with pre-processed motion capture data naturally. Since the proposed algorithm can synthesize realistic lower-body walking motion while using motion capture data as well as capturing upper body motion on-line puppetry manner, it allows the 3D character to navigate the virtual environment realistically.

Automatic Generation of Character-Specific Roadmaps for Path Planning in Computer Games (컴퓨터 게임에서의 경로 계획을 위한 캐릭터별 로드맵의 자동 생성)

  • Yu, Kyeon-Ah
    • Journal of Korea Multimedia Society
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    • v.11 no.5
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    • pp.692-702
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    • 2008
  • Path planning is gaining more weight in computer games and virtual reality as the number of self-moving characters increases. In the roadmap approach, the map of possible paths is built in advance to plan paths for a character, whose advantage is to provide high-quality paths. On the other hand, a disadvantage is that the road map doesn't reflect properties of characters such as their sizes because they move on the same map once the road map is constructed. In this paper we propose an efficient method to build a different road map for each character so that it can use its own map for path-planning. This method is efficient because the whole map is built once by applying the Visibility Graph regardless of the number of characters and walkable paths are incrementally inserted according to the sizes of characters. The effects of using separate roadmaps are demonstrated through simulations and the trade-offs accompanied with these effects are analyzed.

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A study on the TIG Welding Technology of Room Lamp for Vehicle (자동차용 실내등의 TIG 용접기술에 관한 연구)

  • Hahn Chang-Su;Cho Hyoung-Ki;Kim Jin-Pyeong;Park Ho;Kim Dong-Gyu
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.7 no.4
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    • pp.525-530
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    • 2006
  • Recently companies which do not use the heavy metals such as lead, chrome, mercury to the electronic goods and alternate the materials environment-friendly are increasing. In advanced country, lead-free solder without lead is developed and soldering process almost disappeared. The lead-free solder is environment-friendly but is expensive and lack of tack and durability than lead, the improvement is necessary. To solve this problem, the welding process that uses TIG welding and the welding technology between different kind metals for lead-in wire of room lamp and base department was developed. To do this, previous room lamp manufacturing process was analysed and which process can be alternate was proposed. And the test for selection of optimal value of TIG welding parameter was done. Finally the lamp aging test and earthquake resistant test was done to check the reliability of welded room lamp.

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A STUDY ON THE ANALYSIS OF DIGITAL AERIAL PHOTO USING IMAGE SEGMENTATION (영상분할기법을 이용한 수치항공영상 해석에 관한 연구)

  • Kwon, Hyun;Lee, Hyun-Jik;Park, Hyo-Keun
    • Journal of Korean Society for Geospatial Information Science
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    • v.2 no.2 s.4
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    • pp.131-142
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    • 1994
  • Generally, there are two methods which generates the base map of Geo-Spatial Information System(GSIS). one is the digitizing of existing map, and the other is the analytical plotting method editing data acquired by sensors using computers. But the analytical plotting method and method of the digitizing of existing map is technically complex and has the disadvantages in the costs and time. The subject region of study(the Kwangyang province), was photographed by aircraft, and photographing scale was 1/6,000. Then this area was divided into two specific regions, the residential area, and the agricultural area. In this study, we developed the algorithm that generated base map of database in GSIS from the aerial photo. This algorithm is as followed. First, the digital aerial photos were generated using these aerial photos. Second, these digital aerial photos were enhanced by implementing the histogram equalization. Third, the objects of the enhanced images were extracted by implementing thresholding and edged detection techiques of image segmentation. Finally, these images could be used to updated the base map of database in GSIS. The result obtained from this study showed that method used by this study were more efficient than existing method in costs and time.

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Design and Implementation of the Digital Signage System Enabled Customized Services using the SaaS Method (SaaS방식의 맞춤형 서비스가 가능한 디지털 사이니지 시스템 설계 및 구현)

  • Lee, Eun-Sook;Park, Man-Gon
    • Journal of Korea Multimedia Society
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    • v.17 no.3
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    • pp.364-372
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    • 2014
  • This research enables the user to have access to the desired service which is on the multi-platform display device by establishment customized Digital Signage System using the SaaS method. This system is significantly favorable due to the following points: the expandibility and portability is outstanding compared with the existing signage system, establishment expenses may be reduced because the platform can be established in various configurations independently, maintenance and management, and the strong point of the system is that costs can be reduced due to the fact that the electric power can be controlled according to environmental situations. Various researches should be conducted simultaneously such as researches on automatic pattern recognition technologies which recognizes the sex, age, location among other data of the user and various methods of image processing for the production of contents to elaborate lively contents to provide diverse experience and enjoyable configurations for the future generation.

The Usability Assessment of Self-developed Phantom for Evaluating Automatic Exposure Control System Using Three-Dimensions Printing (자동노출제어장치 평가를 위한 3D 프린팅 기반의 자체 제작 팬텀의 유용성 평가)

  • Lee, Ki-Baek;Nam, Ki-Chang;Kim, Ho-Chul
    • Journal of Biomedical Engineering Research
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    • v.41 no.4
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    • pp.147-153
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    • 2020
  • This study was to evaluate the usability of self-developed phantom for evaluating automatic exposure control (AEC) using three-dimensions (3D) printer. 3D printer of fused deposition modeling (FDM) type was utilized to make the self-developed AEC phantom and image acquisitions were conducted by two different type of scanners. The self-developed AEC phantom consisted of four different size of portions. As a result, two types of phantom (pyramid and pentagon shape) were created according to the combination of the layers. For evaluating the radiation dose with the two types of phantom, the values of tube current, computed tomography dose index volume (CTDIvol), and dose length product (DLP) were compared. As a result, it was confirmed that the values of tube current were properly reflected according to the thickness, and the CTDIvol and DLP were not significantly changed regardless of AEC functions of different scanners. In conclusion, the self-developed phantom by using 3D printer could assess whether the AEC function works well. So, we confirmed the possibility that a self-made phantom could replace the commercially expensive AEC performance evaluation phantom.

멜라민 커피프림 파동... 자판기는 억울해! - '마녀 사냥'식 매스컴 보도 후유증에 몸살을 앓은 자판기 업계

  • 한국자동판매기공업협회
    • Vending industry
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    • v.8 no.3
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    • pp.51-57
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    • 2008
  • 왜 자판기 커피가 못 마실 음료처럼 비난을 받아야 하죠? 일부 미니 커피자판기에 사용된 원료 문제를 마치 전체 자판기 문제인 냥 떠들어 때는 매스컴이 정말 원망스럽습니다. -자판기 운영업자 K씨- A급 원료를 쓰고 있는데도 불구하고 마치 죄인 마냥 '멜라민 커피프림을 쓰지 않는다'는 해명문구를 써서 부쳐야 하니 정말 열불이 나더군요." -자판기 운영업자 P씨- 올 가을은 그야말로 중국산 멜라민 파동이 식품 업계 전반이 휘몰아친 한해였다. 해태제과의 '미사랑 카스타드'로 불붙은 멜라민 파동은 제작 전반을 걸쳐 자판기 커피프림 분야로도 불똥이 튀었다. 식품의약품안전청은 중국산 커피프림 원료를 수입하는 3개 업체의 10개 제품을 조사한 결과, 유창FC의 '베지터블 크림 파우더 F25에서 멜라민 1.5ppm이 나왔다'고 밝혔다. 이 크림은 41톤이 수입되어 25톤이 시중에 팔려나갔으며, 주로 자동판매기용 믹스커피나 커피전문점에 사용한 것으로 보도가 되어 일파만파로 파문이 확산되었다. 대부분의 매스컴 보도는 '자판기 커피프림에 멜라민이 들어갔고, 그래서 마셔서는 안 된다'는 식으로 과당보도가 되다 보니 소비자들의 분노의 불신이 걷잡을 수 없이 커졌다. 이에 자판기 커피 매출을 뚝 떨어 졌고, 그 동안 애용했던 자판기 커피에 등을 돌리는 사람들이 많아 졌다. 마치 자판기 커피가 식품안전을 위협하는 원흉이나 되는 듯한 분위기였다. 그런데 이런 뜻하지 않은 악재가 자판기 업계로 보면 억울하기 그지없는 일이다. 이번에 문제가 된 것은 식당 등에 설치된 '미니 커피자판기' 일부에 해당되는데도 불구하고 매스컴 보도는 전체 자판기가 문제가 된다는 식이었다. 대다수의 매스컴이 미니 커피자판기와 대형 커피자판기를 구분하는 개념도 없다보니 문제가 없는 대형 자판기를 불똥이 튈 수밖에 없었다. 또한 미니 커피자판기에서 그런 원료가 투출되기 쉬운 열악한 사업특성에 대해서도 언급을 하지 않았다. 일부분의 문제를 '침소봉대'하여 전체의 문제인 것처럼 보도하는 매스컴의 무책임한 태도가 가뜩이나 어려운 자판기 산업계에 직격탄을 날렸다. 대다수의 자판기, 특히 대형자판기들은 억울하기 그지없는 일이다. 이번 커피자판기 멜라민 사태를 통해 과연 매스컴 보도가 무엇이 잘못되었고, 산업계에 어떠한 과제를 내던졌는지를 심층 진단했다.

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Autostereoscopic Display System Using a Variable Parallax Barrier (가변형 패럴랙스배리어를 이용한 무안경 디스플레이 시스템)

  • Wi, Sung-Min;Lee, Seung-Hyun
    • Korean Journal of Optics and Photonics
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    • v.19 no.2
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    • pp.95-102
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    • 2008
  • An advantage of parallax barrier displays is that they can also display 2D and 3D contents and can be automatically switched between the two types. But, as the viewer changes position, different views of the scene will be directed by the barrier to the visual system. Moving horizontally beyond a certain point will produce "image flipping" of the different views of the scene. These limitations make unavoidable the use of another autostereoscopic display solutions like eye tracking or increasing the number of views. In this paper, a method of the moving parallax barrier design is introduced to supplement a disadvantage of the fixed parallax barrier that provides observation at specific locations. For making the moving parallax barrier, the cross connector with 640 lines FPC is designed. A commercially available web camera is utilized to implement eye-tracking system and shows the experimental result.

Estimation of the Topographic Factor of Wind Speed Using GIS Information (GIS 정보를 이용한 풍속지형계수 산정)

  • Seong, Min-Ho;Choi, Se-Hyu
    • Spatial Information Research
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    • v.19 no.5
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    • pp.47-52
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    • 2011
  • Recently damage scale by local winds and typhoon has dramatically increased. Korea has the terrain over 70% of the land and the planning of the wind load is necessary to estimate reflecting appropriately the change of the wind-speed according to the characteristic of the terrain and in the Korean Building Code(2009), this is stated and it reflects to the design process. However, in order to estimate the topographic factor of the wind speed considering the topographic characteristics in the structure design actually, it has many difficult points including the local topographic survey, etc. In this paper, the Digital Elevation Model(DEM) is created using TIN interpolation method in the form of the digital map and then the interface was designed and implemented which can automatically estimate the topographic factor of wind speed by using ESRI(R)ArcObjectTM and the Visual Basic programing language. By applying it to the terrain which positioned in the downtown area, the practicality of the topographic factor of wind speed estimation interface was checked.