• Title/Summary/Keyword: 컴퓨터 디자인

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Surveyed restoration and RPD framework design utilizing electronic surveying (전자 서베잉을 이용한 서베이드 금관과 국소의치 프레임워크 디자인)

  • Hong, Yong-Shin;Park, Eun-Jin;Kim, Seong-Kyun;Koak, Jai-Young;Heo, Seong-Joo;Park, Ji-Man
    • The Journal of Korean Academy of Prosthodontics
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    • v.49 no.4
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    • pp.354-361
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    • 2011
  • There are still many limitations on fabricating dentures using digital method while computerized production of fixed prostheses utilizing intraoral scanner and CAD/CAM technology has propagated rapidly. Recently the digital solution of fabricating removable partial denture by applying haptic input device, electronic surveying, and rapid prototyping was introduced. In this case presentation, five patients were treated with surveyed crown and removable partial dentures by this digital solution. Fit of dentures was excellent except for one case which showed morphological difference between the actual teeth and that of master cast by the erroneous impression process. There also was not any problem of stability and retention after adaptation in the clinical setting.

A Study on Expressed in Animations - Focused on Incredible - (애니메이션에서 표현되는 공간에 관한 연구 - 인크레더블을 중심으로 -)

  • Jun, Jeon-Sook;Son, Young-Bum
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.273-282
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    • 2006
  • The earlier animations aimed to express the characters realistically by making the illustrations look like moving and alive. Since then, animations have been influenced by development of media technology, men's changed mentality and evolvement of diverse social phenomena, while influencing them, too. Among them, the computer which emerged first in 1946 has sewed to more diversify the tools for realistic expressions of animations, and further, enhance the intellectual power of expression media only to expand the new visual expressions and thereby, usher in a multi-media video information environment. Moreover, this technology or computer has urged every discipline to disintegrate its conventional order for the post-modernism characterized by polysemous, diversified, obscure and sometimes, mutually contradicting elements, and as a result, animations had to find a new breakthrough in the conventional reality (cognitive and reflective reality). Thus, animations have been real enough to be perceived impromptu and emotionally, faster than the logical cognitive process beyond the simple technological barrier or the screen image processing. With such backgrounds in mind and by defining such a reality as 'sensuous reality', this study aimed to apply Gilles Deleuze's, reality of space to animation films and interpret it.

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Disabled Alpine Ski Athlete's Kinematic Characteristic Changes by Computer Aided Design Based Mono Ski Bucket: A Case Study (컴퓨터 디자인 기반 모노스키 버킷 사용에 따른 장애인 알파인 스키 선수의 운동학적 특성 변화 연구: 사례 연구)

  • Koo, Dohoon;Eun, Seondeok;Hyun, Boram;Kweon, Hyosun
    • Korean Journal of Applied Biomechanics
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    • v.24 no.4
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    • pp.425-433
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    • 2014
  • The purpose of the study was to investigate the effect of CAD (Computer Aided Design) based alpine mono-ski bucket design on disabled ski athletes' kinematic characteristics. Two national team ski athletes with LW11 disabilities (Locomotion Winter Classification) category for sit ski participated in both pre and post experiment. Both of the subjects performed 3 trials of carved turn on a ski slope under two conditions. Where, subject "A" performed pre experiment with personal bucket and post experiment with the newly developed CAD based bucket whereas, Subject "B" as control subject performed both pre and post experiment with his personal bucket. For the experiment, 24 Infrared cameras were positioned on the ski slope which covered the path of the ski turn. Also, motion capture suit with reflective markers were worn by both subjects. In the result, decrement in medial/lateral displacement of COM, anterior/posterior displacement of COM, flexion/extension angle of trunk as well as velocity losing rate of COM was observed in subject "A" when using the newly developed CAD based bucket. In contrast, no larger effect on performance was observed when using personal buckets. In conclusion, the findings obtained from the study indicated effectiveness of newly developed CAD based bucket by reducing excessive movement of hip and trunk which is an important factor to perform an effective turn.

Power and Location Information based Routing Protocol Design in Wireless Sensor Networks (무선 센서 네트워크에서 전력과 위치정보 기반 라우팅 프로토콜 디자인)

  • Son Byung-Rak;Kim Jung-Gyu
    • Journal of Korea Society of Industrial Information Systems
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    • v.11 no.2
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    • pp.48-62
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    • 2006
  • In recent years, wireless sensor networks(WSNs) have emerged as a new fast-growing application domain for wireless distributed computing and embedded systems. Recent Progress in computer and communication technology has made it possible to organize wireless sensor networks composed tiny sensor nodes. Furthermore, ad-hoc network protocols do not consider the characteristics of wireless sensor nodes, making existing ad-hoc network protocols unsuitable for the wireless sensor networks. First, we propose power-aware routing protocols based on energy-centered routing metrics. Second, we describe power management techniques for wireless sensor nodes using the spatial locality of sensed data. Many nodes can go into a power-down mode without sacrificing the accuracy of sensed data. Finally, combining the proposed techniques, we describe an overall energy-efficient protocol for data collection. Experimental results show that the proposed routing protocol can extend the routing path lifetime more than twice. The average energy consumption per sensing period is reduced by up to 30%.

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A Highly Reliable Fall Detection System for The Elderly in Real-Time Environment (실시간 환경에서 노인들을 위한 고신뢰도 낙상 검출 시스템)

  • Lee, Young-Sook;Chung, Wan-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.2
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    • pp.401-406
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    • 2008
  • Fall event detection is one of the most common problems for elderly people, especially those living alone because falls result in serious injuries such as joint dislocations, fractures, severe head injuries or even death. In order to prevent falls or fall-related injuries, several previous methods based on video sensor showed low fall detection rates in recent years. To improve this problem and outperform the system performance, this paper presented a novel approach for fall event detection in the elderly using a subtraction between successive difference images and temporal templates in real time environment. The proposed algorithm obtained the successful detection rate of 96.43% and the low false positive rate of 3.125% even though the low-quality video sequences are obtained by a USB PC camera sensor. The experimental results have shown very promising performance in terms of high detection rate and low false positive rate.

Design and Implementation of a Multi-level Simulation Environment for WSN: Interoperation between an FPGA-based Sensor Node and a NS3 (FPGA 기반 센서 노드와 NS3 연동을 통한 다층 무선 센서 네트워크 모의 환경 설계 및 구현)

  • Seok, Moon Gi;Kim, Tag Gon;Park, Daejin
    • Journal of the Korea Society for Simulation
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    • v.25 no.4
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    • pp.43-52
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    • 2016
  • Wireless sensor network (WSN) technology has been implemented using commercial off-the-shelf microcontrollers (MCUs), In this paper, we propose a simulation environment to realize the physical evaluation of FPGA-based node by considering vertically cross-layered WSN in terms of physical node device and network interconnection perspective. The proposed simulation framework emulates the physical FPGA-based sensor nodes to interoperate with the NS3 through the runtime infrastructure (RTI). For the emulation and interoperation of FPGA-based nodes, we extend a vendor-providing FPGA design tool from the host computer and a script to execute the interoperation procedures. The standalone NS-3 is also revised to perform interoperation through the RTI. To resolve the different time-advance mechanisms between the FPGA emulation and event-driven NS3 simulation, the pre-simulation technique is applied to the proposed environment. The proposed environment is applied to IEEE 802.15.4-based low-rate, wireless personal area network communication.

A Study on the Life Style and the Preparation of Old Age in Opal Generation (오팔세대의 라이프스타일과 노후준비에 관한 연구)

  • Lim, Mi-Jeong;Choi, Gyoo-Seok
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.59-65
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    • 2022
  • The baby boomers born between 1955 and 1974, recently called the new age, form a huge population group and show characteristics different from the previous traditional older generations. With the retirement of those who make up 33% of the nation's population in earnest, the emergence of a new generation of the elderly population and policy changes are required. The new middle age generation, also called the opal generation, want to spend their old age productively and autonomously, which has increased due to the increase in life expectancy, and have some economic ability, such as enjoying overseas travel in old age. As preparation for old age is insufficient, policy attention is required for the younger generation as a new generation. In this paper, focusing on the baby boom generation, the definition of the opal generation, their consumption lifestyle, attitudes, social activities, leisure activities, and lifestyle such as health efforts are investigated, and job creation, social re-education, and local It is intended to present practical measures for preparing for old age, such as the establishment of medical facilities and social consideration for a leisurely cultural life.

Design and Implementation of the Survival Game API Using Dependency Injection (의존성 주입을 활용한 서바이벌 게임 API 설계 및 구현)

  • InKyu Park;GyooSeok Choi
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.4
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    • pp.183-188
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    • 2023
  • Game object inheritance and multiple components allow for visualization of system architecture, good code reuse, and fast prototyping. On the other hand, objects are more likely to rely on high latency between game objects and components, static casts, and lots of references to things like null pointers. Therefore, It is important to design a game in such a way so that the dependency of objects on multiple classes could be reduced and existing codes could be reused. Therefore, we designed the game to make the classes more modular by applying Dependency Injection and the design patterns proposed by the Gang of Four. Since these dependencies are attributes of the game object and the injection occurs only in the initialization pass, there is little performance degradation or performance penalty in the game loop. Therefore, this paper proposed an efficient design method to effectively reuse APIs in the design and implementation of survival games.

Effect of Unplanned Haptic Experience on Product Evaluation (계획되지 않은 햅틱 경험이 상품의 가치 평가에 미치는 영향)

  • Park, Yong Bae;Park, JuHwa;Cho, KwangSu
    • Design Convergence Study
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    • v.14 no.5
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    • pp.47-56
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    • 2015
  • People often use haptic experience as a basis for their preference decisions and value judgments, assuming that haptic experience with a product results from the properties of the products. However, research has suggested that unplanned haptic experience, which does not arise from the properties of the product itself, can also influence people's preference and value evaluation (Ackerman, Nocera, & Bargh, 2010). In this study, in order to verify (1) if such unplanned or accidental haptic experience changes user's cognitive tendency and (2) if accidental haptic experience leads to misattribution of the cause of haptic experience, two hypotheses were suggested and empirically investigated. Participants of the experiment were exposed to certain products on a display of a tablet PC and asked to decide on the maximum price they were willing to pay for each product. The products displayed on the screen were made up of either soft material or hard material. Results of the experiment revealed that accidental haptic experience had an effect on participants' value evaluation of products via altering their cognitive inclinations. Possible applicability of accidental haptic experiences that occur in various situations were discussed.

Designing an Agricultural Data Sharing Platform for Digital Agriculture Data Utilization and Service Delivery (디지털 농업 데이터 활용 및 서비스 제공을 위한 농산업 데이터 공유 플랫폼 설계)

  • Seung-Jae Kim;Meong-Hun Lee;Jin-Gwang Koh
    • The Journal of Bigdata
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    • v.8 no.1
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    • pp.1-10
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    • 2023
  • This paper presents the design process of an agricultural data sharing platform intended to address major challenges faced by the domestic agricultural industry. The platform was designed with a user interface that prioritizes user requirements for ease of use and offers various analysis techniques to provide growth prediction for field environment, growth, management, and control data. Additionally, the platform supports File to DB and DB to DB linkage methods to ensure seamless linkage between the platform and farmhouses. The UI design process utilized HTML/CSS-based languages, JavaScript, and React to provide a comprehensive user experience from platform login to data upload, analysis, and detailed inquiry visualization. The study is expected to contribute to the development of Korean smart farm models and provide reliable data sets to agricultural industry sites and researchers.