• Title/Summary/Keyword: 3D Character design

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The Study on the Developing Process of BIM Modeling for Urban-life-housing Based on Unit Modular (유닛모듈러 기반 도시형 생활주택의 BIM 모델링 프로세스 개발 연구)

  • Lee, Chang-Jae;Lim, Seok-Ho
    • KIEAE Journal
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    • v.12 no.6
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    • pp.77-84
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    • 2012
  • The current architectural design of unit modular has been based on 2D of CAD program, so unit modular character which needs unit information management, as a dried-member system, has no effect on design process. The purpose of this study is We have developed a suitable BIM design process, according to various works of construction, then tried to contribute to supply and activation of the urban-life-housing based on unit modular. The BIM modeling process based on unit modular has been in order of unit combination with preparing manual classification, and, it has been constructed, at construction site, from housing foundation to roof finish by Bottom-up method. At a manufacturing factory, it has been produced in order of 1) grouping materials and parts, 2) fabricating unit boxes, and 3) interference examination of unit boxes, and each order has been classified as housing structure, architecture, plumbing process separately. At a construction site, the fabrication has been done in order of, like as a real housing construction scenario, 1) RC foundation work 2) unit module job-site-fabrication work, 3) roof truss work, 4) plumbing and HVAC work, and 5) housing interior finish work. After modeling process, the interference examination on each work of construction has finally completed modeling. The Unit modular utilizing BIM modeling can make easy housing maintenance through systematic control with preparing manual of unit module information, and securing accurate and speedy construction information. And it will promote design credibility and create maximum effect of unit modular construction method, such as construction period reduction and upgrade of construction quality, etc., through the computer simulation as real as construction environment in cyber space, and with the interfering examination.

A Design of Multi-Band Chip Antenna for Mobile Handsets (휴대단말기용 다중 대역 칩 안테나 설계)

  • Cho, In-Ho;Jung, Jin-Woo;Lee, Cheon-Hee;Lee, Yong-Hee;Lee, Hyeon-Jin;Lim, Yeong-Seog
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.19 no.4
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    • pp.477-483
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    • 2008
  • The paper introduces mobile handset multi-band chip antenna to be used on meander line PIFA structure and parasite patch. The proposed antenna uses an FR-4 substrate. The top layer is consist of meander lines PIFA structure to implement GSM900 and is connected with each rad and meander line on the via-hole for maximize space efficiency. The middle layer is designed with the signal line and gap to implement a DCS and PCS bands, the bottom layer which is added to a parasite patch on the ground can be show an adjust of frequency and impedance character by the connection of the radiators of middle layer and coupling. The fabricated antenna with the dimension of $28{\times}6{\times}4\;mm^3$. The ground plane a dimension of $45{\times}90\;mm$, designed by a commercial software CST simulator. The experimental results show that the bandwidth for(VSWR<3) is 90($875{\sim}965$) MHz in GSM900 band operation and 380($1,670{\sim}2,050$) MHz in DCS, PCS band operation. The maximum gains of antenna are 0.25 dBi, 3.65 dBi and 3.3 dBi at resonance frequencies and it has omni-directional pattern practically.

Study on the character of the old aged pulsation (고령자의 맥상 특성에 대한 맥파분석적인 연구)

  • Kim, Gyeong-Cheol;Lee, Jeong-Won;Ryu, Gyeong-Ho;Gang, Hui-Jeong;Cho, Sang-Won;Park, Young-Jae;Kim, Min-Yong;Oh, Hwan-Sup;Park, Young-Bae
    • The Journal of the Society of Korean Medicine Diagnostics
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    • v.12 no.2
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    • pp.1-7
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    • 2008
  • Objectives: The basis research of aged people's healthcare technology is very important, because our nation goes into an aged society rapidly. Especially in traditional medicine, pulse shapes of aged people were supposed to weak and empty pulse until now, but any objective measurement and compare research do not taken. Methods and Results: Therefore in this study we design observation study to find characteristic of pulse between younger group (age $20{\sim}30$) and elder group (age $43{\sim}80$) in Busan area. We used 3-dimensional pulse analyzer '3-D MAC' (Daeyomedi Co., Ltd.). And major parameters for comparison are 1) pulse height (h1), 2) applied pressure, 3) pulse power (energy), 4) high pressure duration (w) and 5) R-AI. Conclusions: According to analysis result, elder people's pulse has more large value in pulse height, applied pressure and pulse power than younger's that. It reveals that elder people in modernized lifestyle has Yang symptoms as well Yin symptoms. Consequently we need new method to care elder people's health, and this means more important direction than old text book. From now on verification research with objective diagnosis device like 3-D MAC, must be activated to build of evidence in traditional medicine. Cause traditional medicine's spirit of care and prevention is suitable to care elder people's cardiac and cerebral vascular disease those are have close relation with elder people.

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Research on Disney's 3D Animation 's Style, Layout Pipeline, and Camer a Capture System

  • Paik, Jiwon;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.16 no.11
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    • pp.1348-1356
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    • 2013
  • Disney Animation has showed not only artistic excellence but also technological innovations through a lot of animation films that they released. Especially with the unique concept that free-willed game characters dive into different worlds of games in animation film, received both critical and commercial acclaim for its stunning visuals and outstanding CG (computer graphics) effects. The purpose of this study is to analyze different styles of game worlds, Disney's layout pipeline, and in-house camera capture system used in . This paper analyzes that three game worlds in this film such as Fix-It Felix Jr., Sugar Rush, and Hero's Duty express different styles by using appropriate character animation and camera movements. Especially Hero's Duty game which new in-house camera capture system is extensively used maximizes unseen visuals by perfectly making realistic and believable game world. Disney's newly developed in-house camera capture system, which is used in this film for the first time, allows real camera's motion and shake and real-time camera's movement and correction within animation set. Result of this study proves that this system improves directing of feature animation and enhance efficiency of the layout department's production process. Therefore, it contributes to a great extent to development of animation films' business.

Design of Reading and Discussion Activities using Recommended Book List: The Case of D University (권장도서목록을 활용한 독서토론활동의 설계 - D대학의 사례를 중심으로 -)

  • Youn, You-Ra;Lee, Eun-Ju
    • Journal of Korean Library and Information Science Society
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    • v.51 no.3
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    • pp.325-350
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    • 2020
  • For University students, reading is one of the important way of character education and career education that can give students the power to recognize and adapt to changes in society. The university supports the reading activities of university students in various ways, such as opening liberal arts courses related to reading or setting up required credits. In addition, it supports activities such as selecting the recommended book list for university students and providing the list. The purpose of this study is to analyze the problems of the current university's recommended book list and methods of using reading, and to propose improvement plans. To this end, using D University as an example, the current status of the recommended book list and reading discussion program were identified, and problems were investigated. In the current recommended book list, the subject area and list did not properly reflect the times, and the information on the provided list was very simple. Also, it was found that there was no suggestion on how to use the recommended book list. Through this, the recommended book list with the addition of bibliographic information and composition of the subject area was proposed. In addition, the reading discussion method was structured using Havruta.

Analysis of Animation < How To Train Your Dragon > (애니메이션 <드래곤 길들이기>의 연출 분석)

  • Ahn, Jong-Hyeck
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.162-170
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    • 2011
  • Through this thesis, I intended to analyze Hollywood animation through that achieved in box office by directing viewpoint. of Chris Sanders and Dean Deblois not only shows standard narrative structure of adventure, comedy, fantasy, but also express message of story and thorough visual. Analysis of directing classify contents and form. In contents, constitution of narrative and set up of character, irony of plot, characterization and popularity are embossed. In form, lighting and special effect, design and layout, 3D technology and stereoscopic camera technique based on the capital strength are outstanding. The high evaluation for film is possessed of box offic, remained within value and popularity, and delivered metaphysical theme without repulsion. The director's direction make success even if the pre-production manage by huge system approach.

The Development of Realistic Virtual Reality Game with Leap Motion Reflected Physical strength and Score Characters (물리적인 힘과 스코어 캐릭터를 반영한 립모션 체험형 가상현실 게임개발)

  • Park, Gangrae;Lee, Byungseok;Kim, Seongdong;Chin, Seongah
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.69-78
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    • 2016
  • With the development of game technology, the realistic game graphics, interface technology, and various content services with immersion are being required in the content area. NUI has been developed through CLI and GUI. Unlike the conventional methods, it is an interface that could be the intuitive and realistic interface for human as a natural action realized. we propose a boxing simulation game using leap motion of it. Providing a realistic 3D experimental environment through VR headsets game, we also propose a method that can be calculated the scores if the user-controlled interface (fist) could be to punch the target (sandbag) of the internal in accordance with changes of the angle of target impact with the physical characteristics.

Three dimensional dynamic soil interaction analysis in time domain through the soft computing

  • Han, Bin;Sun, J.B.;Heidarzadeh, Milad;Jam, M.M. Nemati;Benjeddou, O.
    • Steel and Composite Structures
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    • v.41 no.5
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    • pp.761-773
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    • 2021
  • This study presents a 3D non-linear finite element (FE) assessment of dynamic soil-structure interaction (SSI). The numerical investigation has been performed on the time domain through a Finite Element (FE) system, while considering the nonlinear behavior of soil and the multi-directional nature of genuine seismic events. Later, the FE outcomes are analyzed to the recorded in-situ free-field and structural movements, emphasizing the numerical model's great result in duplicating the observed response. In this work, the soil response is simulated using an isotropic hardening elastic-plastic hysteretic model utilizing HSsmall. It is feasible to define the non-linear cycle response from small to large strain amplitudes through this model as well as for the shift in beginning stiffness with depth that happens during cyclic loading. One of the most difficult and unexpected tasks in resolving soil-structure interaction concerns is picking an appropriate ground motion predicted across an earthquake or assessing the geometrical abnormalities in the soil waves. Furthermore, an artificial neural network (ANN) has been utilized to properly forecast the non-linear behavior of soil and its multi-directional character, which demonstrated the accuracy of the ANN based on the RMSE and R2 values. The total result of this research demonstrates that complicated dynamic soil-structure interaction processes may be addressed directly by passing the significant simplifications of well-established substructure techniques.

A study on the design and applicability of stereoscopic sign for improving the visibility of traffic sign in double-deck tunnel (복층터널 교통표지판 시인성 향상을 위한 입체표지판 설계 및 적용 가능성에 대한 연구)

  • Park, Sang-Heon;Hwang, Ju-Hwan;Han, Sang-Ju;An, Sung-Joo;Kim, Hoon-Jae
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.20 no.6
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    • pp.899-915
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    • 2018
  • In this study, in order to construct an eco-friendly advanced road transportation network, the multi-layer tunnel, which is a small-sized car road, is designed to have a height of less than 60 cm. However, the shape of the tunnel is low and the height of the traffic sign is small. In order to solve these problems, traffic sign characters were designed in three dimensions, and the possibility of applying the design of the three - dimensional sign that can obtain greater visibility than the existing signs at the same distance and the possibility verification through virtual simulation were performed. The three-dimensional sign is horizontally installed on the ceiling of the multi-layer tunnel. To be seen vertically, it is enlarged by a certain ratio by the perspective, and the width and height are enlarged. Respectively. In addition, 3D simulation was performed to verify the visibility of the stereoscopic signs when the driver ran through the stereoscopic sign design specifications. As a result of the design and experimental study, it was confirmed that the stereoscopic sign could be designed through the theoretical formula and that it could provide the driver with a larger traffic sign character because there is no limitation of the facility limit compared to the existing vertical traffic sign. Also, we confirmed that it can be implemented in the side wall by using the stereoscopic sign design principle installed on the ceiling part. It was confirmed that the design of the stereoscopic sign can be designed to be smaller as the distance that the driver visually recognizes the sperm is shorter, the height of the protrusion vertically at the lower part of the stereoscopic sign becomes higher. As a result of 3D simulation running experiment based on the design information of the stereoscopic sign, it was confirmed that the stereoscopic sign is visually the same as the vertical sign at the planned distance. Although the detailed research and institutional improvement of stereoscopic signs have not been made in Korea and abroad, it is evolved into a core technology of new road traffic facilities through various studies through the possibility of designing and applying stereoscopic signs developed through this study Expect.

A Study on Production Pipeline for Third Person Virtual Reality Contents Based on Hand Interface (손 인터페이스 기반 3인칭 가상현실 콘텐츠 제작 공정에 관한 연구)

  • Jeon, Changyu;Kim, Mingyu;Lee, Jiwon;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.9-17
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    • 2017
  • This study proposes a third-person virtual reality content production pipeline to provide users with a new experience and presence in a new virtual reality environment. For this purpose, we first create third-person virtual reality content, which includes a story, fun factors, and game characteristic. It consists of a tutorial scene in which a user can pre-learn the proposed interface suitable for a third person different from existing virtual reality content and a content scene that achieves its purpose by using game factors based on the background story. Next, we design an interface suitable for the third-person virtual reality content. This study proposes an interface in which users can interact with a virtual environment or object by using their hand. The proposed interface consists of three steps: character movement, virtual object selection with multiple selection, and 3D menu control using virtual space. Finally, through the survey experiment, third-person virtual reality content produced based on the proposed interface was confirmed to be easily controlled while ensuring high satisfaction.