• Title/Summary/Keyword: 접평면

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Factors Affecting the Use of the Pedestrian Malls -A Case Study on Gwangju-Sangmu Land Development Project- (보행자전용도로 이용에 영향을 미치는 요인 분석 -광주광역시 상무택지개발사업지구를 중심으로-)

  • An, Hyung-Soon;Lim, Tae-Hyeong
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.406-416
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    • 2013
  • This investigation aims to examine whether there is currently the proper use of pedestrian malls created in the Land Development Project areas and to come up with some suggestions for the upcoming plan to build them. The Project areas were designated as the subject of a case study to this end and, on the basis of the findings on the pedestrian movement, Stepwise Regression Analysis was performed. These can be summed up as follows. Firstly, the most important factor which had a decisive effect on the activation of pedestrian malls turned out to be the directions of the exits to the buildings adjoining the pedestrian walkways. Hence, careful consideration should be given to the facade of buildings and the obligation to install the exits to the pedestrian malls for the activation of the pedestrian walkways. Secondly, according to the findings, the use of the buildings adjoining the pedestrian malls could be a second-most-important variable. The introduction of the facilities that encourage walking and the location restriction on the facilities(accommodation facilities) that do not encourage walking should be done aggressively. Thirdly, securing the continuity between the pedestrian malls could affect the reinvigoration of the pedestrian malls. To achieve this, the crosswalks should be actively built in the early stage of development.

Penetration Depth Computation for Rigid Models using Explicit and Implicit Minkowski Sums (명시적 그리고 암시적 민코우스키 합을 이용한 강체 침투깊이 계산 알고리즘)

  • Lee, Youngeun;Kim, Young J.
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.1
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    • pp.39-48
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    • 2017
  • We present penetration depth (PD) computation algorithms using explicit Minkowski sum construction ($PD_e$) and implicit Minkowski sum construction ($PD_i$). Minkowski sum construction is the most time consuming part in fast PD computation. In order to address this issue, we find a candidate solution using a centroid difference and motion coherence. Then, $PD_e$ constructs or updates partial Minkowski sum around the candidate solution. In contrast, $PD_i$ constructs only a tangent plane to the Minkowski sums iteratively. In practice, our algorithms can compute PD for complicated models consisting of thousands of triangles in a few milli-seconds. We also discuss the benefits of using different construction of Minkowski sums in the context of PD.

A Study on the Effects of Concave Shaping in Improving Contract Pressure for Planar Array Connector Terminal Pins (평면배열 커넥터 터미널 핀에 오목형상 부여가 접압력 향상에 미치는 영향에 관한 연구)

  • Jeon, Yong-Jun;Shin, Kwang-Ho;Heo, Young-Moo
    • Design & Manufacturing
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    • v.10 no.1
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    • pp.36-40
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    • 2016
  • Connectors transmit electric signals to different parts in compact mobile display products. As products that apply this have become lightweight and smaller in size, there are growing demands for smaller and more integrated connectors, which are internal parts of the products. As a measure to address these demands, there is the planar array connector that minimizes the part by arranging the single-direction BTB connectors to two directions. As connectors become smaller in size and more highly integrated, maintaining intensity to prevent defects during impact and maintaining adhesive force to smoothly transmit electric signals are growing in importance. Thus, in order to identify the impact of concave shaping on improving adhesive power in connector terminal pins as a method to increase the connecting power of planar array connector terminal pins, this study predicted and examined the concave shaping method, number of concave shapes, and the adhesive power according to the size of the concave shape through CAE. For concave shaping, the model that added concave shaping towards the lower part of the connector terminal pin and added spokes for the area pressed down by the concave shaping was 0.74 N, showing increased adhesive force compared to existing models. Furthermore, when applying two concave shaping, rather than just one, there was a tendency for adhesive force to increase. In the case of adhesive power trends according to the size of the concave shaping, adhesive power increased and the width of the concave shape decreased, and the biggest adhesive force trends were shown when the concave shaping depth was 0.01mm.

The Measurement of Femoral Neck Anteversion by 3D Modeling of Femoral Major Axes (대퇴골 주요축의 3차원 모델링에 의한 전염각의 측정)

  • Kim, Jun-Sik;Kim, Seon-Il
    • Journal of Biomedical Engineering Research
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    • v.19 no.4
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    • pp.341-350
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    • 1998
  • The accurate measurement of the femoral anteversion is important for the derotational osteotomy. To estimate femoral anteversion, following three major parameters are required; the neck axis, the long axis, and the knee axis. Conventional methods on the basis of 2D images are ambiguous to determine these major axes. As the femur has a complex 3 dimensional structure, the 3 dimensional model should be applied for accurate and reliable measurement of femoral anteversion. In this thesis, we model femur and define three parameters. The neck axis is defined from the femoral head and neck model. The long axis is determined from the cylindrical model of the femoral shaft. The knee axis is also determined from the model of femoral condyles. According to the definition of the femoral anteversion, the femoral anteversion is efficiently estimated from these models. 20 specimens were tested by the conventional 2D imaging method and 3D imaging method witch was developed by authors and the new 3D modeling method. The study provides accurate, fast and human factor free measurement for femoral anteversion.

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Study of Animation 3-Dimensional Motion Picture (애니메이션 입체 영화에 대한 연구)

  • Min, Kyung-Mi
    • Cartoon and Animation Studies
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    • s.9
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    • pp.127-142
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    • 2005
  • Not only in Korea but throughout the entire world millions of people are in contact with images. Images have become a medium through which to transmit anything from simple visualizations of moving images to knowledge and information. The age of the internet has arisen thanks to scientific development, and the internet generation's acquisition of information is continuously becoming faster. The spectators, ufo must choose amongst the excessive amount of available information, are changing along with it just as quickly. The method of visual transmission has changed to match the demands of the fast-changing pace of the new generation. In order to receive an instantaneous selection amongst much information, the primary requisite is attracting one's attention, and then presenting a corresponding feeling of satisfaction. The early stages of film arose from the desire to capture one's actual situation as it realty is. Unsatisfied with the still picture, people developed the motion picture. Research has succeeded in reproducing 3-dimensional images more realistic than the actual image we perceive as a result of the difference in visual perspective of both eyes and their response to rays of light From color film to 3-dimensional pictures, people enjoy the magnificent results of this. All fields within the category of film are continuously studying the human desire to pursue their visual side, namely the pursuit of visual images with a maximum sense of reality. The images that millions of people around the world see now are flat. The screen's depth and optical illusions effectively give a sense of reality while conveying information. However, although the flat screen is able to create a sense of depth using the different visual perspective of each eye for the realization of a cubic effect, there are limitations. Entering the 21s1 century, there is a quickly-arising branch within the field of image media which seeks to overcome these limitations Although 3-dimensional images began in films, entering the latter half of the 20th century, due to development of 3-dimensional images using the mediums of the animation field, cellular phones, advertisement screens, television etc., without restriction is designated as 'image.'. With research having started around 1900 and continuing for over 100 years, we are now able to witness the popularization of 3-dimensional films happening before our very eyes. Within our own country, we can frequently see them at amusement parks and museums. In the future, through the popularization of HDTV etc., there is a good outlook for practical use of 3-dimensional images in televisions with advanced picture qualify as well as in other areas. Together with the international current, research on 3-dimensional films has been activated in Korea and is rising as a main current in the film industry. Within this context, the contents and understanding of 3-dimensional images must keep in step with the pace of technical advancements. In order to accelerate of development of film contents to keep in pace with technical developments, this dissertation presents the techniques and technical aspects of future developments, and shows the need to prepare in advance to make the field grow- and thereby avoid having a lack of experts and being conquered by other nations in the field - rather than only advancing the technical aspects and importing the contents. This dissertation aims to stimulate interest and continual research by progressive-thinking people related to the film industry. Part II looks into the definition and types of 3-dimensional motion pictures, the terminology, the fundamentals of image formation, current market fluctuations, and looks into 3-dimensional techniques which can be borrowed and introduced in 3-dimensional animations. Part III concerns 3-dimensional animated films. It analyzes 3-dimensional production techniques while using the introduction of specific animation techniques in the 2004 production Lee Sun Shin and Nelson - Naval Heroes 3-dimensional animation produced in 2004 by Clay & Puppet Stop-Motion Animation & Computer Graphic. Original Korean title: 해전영웅 이순신과 넬슨. as an example, and it also looks into how current film techniques used in animations can be applied in 3-dimensional films. Additionally, the actual stages of the various fields of 3-dimensional animations are presented. Given the current direction and advancement of 3-dimensional films making use of animations and the possible realization of this field, the author plans to weigh the development of this yet unexploited new market Not looking at the current progress of the field, but rather the direction of the hypothetical types of animation techniques, the author predicts the marketability and possibility of development of each area.

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