• 제목/요약/키워드: 3D Interaction

검색결과 1,757건 처리시간 0.033초

NMR Studies on Ferrocytochrome $C_3$ and its Interaction with Ferredoxin I

  • Kim, Andre;Park, Jang-Su
    • 한국자기공명학회논문지
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    • 제3권1호
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    • pp.12-26
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    • 1999
  • The 1H NMR signals of the heme methyl, propionate and related chemical groups of cytochrome C3 from Desulfovibrio vulgaris Miyazaki F (D.v. MF) were assigned by means of 1D NOE, 2D DQFCOSY and 2D TOCSY spectra. They were consistent with the assignments of the hemes with the highest and second-lowest redox potentials reported by Gayda et al. [Reference: 15]. The heme assignments were also supported by NOE between the methyl groups of these hemes and the side chain of Val-18, All the results contradicted the heme assignments for D.v. MF cytochrome C3 made on the basis of NMR [Reference: 11]. Based on these assignments, the interaction of cytochrome C3 with ferredoxin I was investigated by NMR. The major interaction site of cytochrome C3 was identified as the heme with the highest redox potential, which is surrounded by the highest density of positive charges. The stoichiometry and association constant were two cytochrome C3 molecules per monomer of ferredoxin I and 108 M-2 (at 53 mM ionic strength and $25^{\circ}C$), respectively.

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MOFIA에 의한 두개 입자/기포간 상호작용에 관한 연구 (Characterization of Interaction between Two Particles/Bubbles Flow with Moving Object Flow Image Analyzer System)

  • 최해만;문자수명;송정강일
    • 설비공학논문집
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    • 제17권2호
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    • pp.110-116
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    • 2005
  • This paper deals with interaction between two bubbles or particles and flow around them, visualized by a moving object flow image analyzer(MOFIA) consisting of a three-dimensional (3D) moving object image analyzer(MOIA) and two-dimensional particle image velocimetry(PIV). The experiments were carried out for rising bubbles or particles of various densities, sizes, and/or shapes in stagnant water in a vertical pipe. In the MOFIA employed, 3D-MOIA was used to measure particles or bubbles motion and PIV was used to measure fluid flow, The experimental results showed that the interaction was characterized by the shape, size and density of two particles or bubbles.

선박에 작용하는 측벽영향에 관한 실험적 연구 (An Experimental Study on Ship-Bank Hydrodynamic Interaction Forces)

  • 이춘기
    • 한국항해항만학회지
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    • 제37권3호
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    • pp.251-256
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    • 2013
  • This paper is mainly concerned with the ship-bank interaction by model test. The experiments for the characteristics of hydrodynamic interaction forces and moments between vessel and bank with a mound were carried out in the seakeeping and maneuvering basin. A series of tests were carried out with ship model in parallel course along a vertical sidewall with a mound with varying lateral spacing between model ship and sidewall, length of sidewall and water depth. From the experimental results, it indicated that the hydrodynamic interaction effects increase as length of sidewall with a mound increases. Furthermore, for lateral spacing less than about 0.2L between vessel and bank, it can be concluded that the bank effects increase largely as the lateral spacing between vessel and bank decreases. However, for spacing between vessel and bank more than about 0.3L, the interaction effects increase slowly as lateral spacing decreases. Also, for the water depth to draft ratio(h/d) less than about 1.5, the hydrodynamic interaction effects increase dramatically as h/d decreases.

인터렉티브 3D 플로팅 영상 포인팅 장치의 구현 (Implementation of interactive 3D floating image pointing device)

  • 신동학;김은수
    • 한국정보통신학회논문지
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    • 제12권8호
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    • pp.1481-1487
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    • 2008
  • 본 논문에서는3D환경에서의 사용을 위한 새로운 형태의 인터렉티브 3D 플로팅 영상 포인팅 장치를 제안한다. 이 장치는 플로팅 렌즈 배열을 사용한3D플로팅 영상 재생 시스템과 실시간 손가락 검출 기반의 버턴형 인터페이스로 구성된다. 제안하는 장치에서는 사용자가 손가락을 이용하여 3D 공간에 플로팅 된 영상 배열에서 원하는 영역을 지시하고, 2대의 카메라를 이용하여 사용자의 손가락 인식하여 원하는 이벤트를 발생하는 인터렉션 기능을 효과적으로 수행한다. 제안하는 시스템의 유용함을 보이기 위해서, 실험적인 장치 구현을 수행하고 기초적인 실험 결과를 보고한다.

Multimodal Interaction on Automultiscopic Content with Mobile Surface Haptics

  • Kim, Jin Ryong;Shin, Seunghyup;Choi, Seungho;Yoo, Yeonwoo
    • ETRI Journal
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    • 제38권6호
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    • pp.1085-1094
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    • 2016
  • In this work, we present interactive automultiscopic content with mobile surface haptics for multimodal interaction. Our system consists of a 40-view automultiscopic display and a tablet supporting surface haptics in an immersive room. Animated graphics are projected onto the walls of the room. The 40-view automultiscopic display is placed at the center of the front wall. The haptic tablet is installed at the mobile station to enable the user to interact with the tablet. The 40-view real-time rendering and multiplexing technology is applied by establishing virtual cameras in the convergence layout. Surface haptics rendering is synchronized with three-dimensional (3D) objects on the display for real-time haptic interaction. We conduct an experiment to evaluate user experiences of the proposed system. The results demonstrate that the system's multimodal interaction provides positive user experiences of immersion, control, user interface intuitiveness, and 3D effects.

3D 센서테이블에서의 맨손을 이용한 컴퓨터와의 상호작용 (Bare-hand Human Computer Interaction on the 3D sensor table)

  • 이재선;박경신
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2006년도 학술대회 1부
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    • pp.142-147
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    • 2006
  • 3D 센서테이블은 디스플레이가 내장된 테이블 위에서 사용자의 맨손이 움직일 때 그것을 감지하고 반응하는 센싱정보를 처리하도록 만든 것으로 양안시차 방식의 3 차원 입체영상에서 보여지는 가상의 오브젝트와 사람과의 인터렉션이 가능하도록 설계되었다. 본 연구에서는 3 차원 공간에서의 맨손을 이용한 사람과 컴퓨터 간의 인터렉션 방법에 중점을 두고 있는데 맨손의 위치정보와 제스처를 알기 위해서 Electric Field Sensing 기법을 이용하였다. 현재 구현된 3D 센서테이블은 테이블로부터 30cm 이내의 거리에서 움직이는 맨손의 위치와 간단한 제스처를 인식할 수 있다. 이를 통해서 기존의 마우스나 키보드가 가졌던 3 차원 공간에서 사용할 때 불편했던 점들을 해소하고, 직관적이면서도 누구나 사용하기에 쉬운 인터페이스 방법을 제시함으로써 사람과 컴퓨터와의 인터렉션 방법을 확장시킬 수 있다. 또한 기존의 많은 연구에서 맨손을 이용한 기법들이 주로 2D 기반이었던 것에 비하여 본 시스템은 2D뿐 아니라 3 차원 공간에서도 활용할 수 있다는 장점을 가진다.

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하이테크(High-Tech) 패션의 변화 및 유형 (Variations and types of high-tech fashion)

  • 장호;이연희
    • 한국의상디자인학회지
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    • 제22권2호
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    • pp.117-136
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    • 2020
  • The purpose of this study is to analyze changes in high-tech fashion along with the types and characteristics of high-tech fashion that have appeared recently providing diverse material for the fashion field. High-tech fashion requires such research to learn how much distance one has in one's life. It is also meaningful to predict what direction high-tech fashion research may be needed. For research methods, previous research and literary studies were considered and photographs in which high-tech techniques were used were collected using the keyword 'high-tech fashion'. High-tech fashion types can be organized into the four types of luminescent types, mutual interaction types, 3D printing fashion, and virtual fashion. The research results were as follows. First, luminescent fashion was an important expression method of high-tech fashion. Materials for luminescent fashion first started with LED electric wire connections and many methods have been attempted with the appearance of electrically conductive clothing material, such as luminescent lasers and beam projectors. Second, interactive high-tech fashion often appears as variable fashion. The work of Hussein Chalayan, which was combined with advanced technology, set up a base for variable type interactive high-tech fashion in the 2000s. As bioengineering technology has developed, fashion that interacts with the environment without an energy source has appeared and the interaction among fashion, people, and the environment can be seen. Third, diverse forms of expressiveness in virtual reality such as 3D CLO shows a great difference with past high-tech fashion. Simple and diverse attempts made through virtual fittings reduce the limitations of time and space, permit interaction, and add a sense of reality through speed and dynamic physical beauty. Fourth, 3D printed fashion expresses complex and detailed clothing material that is different from those before with the development of computer 3D modeling technology. Modeling that can imitate geometric and bio-engineered structures is possible and mysterious feelings are passed on to people through creative expressions.

Computer Graphies : Quinolone계 항균제의 DNA-Intercalator에 관한 이론적 연구 (Computer Graphics : Theoretical Study of Antibacterial Quinolone Derivatives as DNA-Intercalator)

  • 서명은
    • 약학회지
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    • 제39권1호
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    • pp.78-84
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    • 1995
  • Based on Computer graphics molecular modeling method, quinolone derivatives as DNA-gyrase inhibitors formed stable DNA-intercalation complex with deoxycytidilyl-3',5'-deoxy guanosine[d($C_{p}G)_{2}$] dinucleotide. When d($C_{p}G)_{2}$ and d($A_{p}T)_{2}$, were compared in order to find out which DNA could form more stable DNA-Drug complex based on interaction energy($\Delta$E) and DNA-Drug complex energy, d($C_{p}G)_{2}$ resulted in lower energy than d($A_{p}T)_{2}$.

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3D Spatial Interaction Method using Visual Dynamics and Meaning Production of Character

  • Lim, Sooyeon
    • International journal of advanced smart convergence
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    • 제7권3호
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    • pp.130-139
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    • 2018
  • This study is to analyze the relationship between character and human semantic production through research on character visualization artworks and to develop a creative platform that visually expresses the formative and semantic dynamics of characters using the results will be. The 3D spatial interaction system using the character visualization proposed generates the transformation of the character in real time using the interaction with user and the deconstruction of the character structure. Transformations of characters including the intentions of the viewers provide a dynamic visual representation to the viewer and maximize the efficiency of meaning transfer by producing various related meanings. The method of dynamic deconstruction and reconstruction of the characters provided by this system creates special shapes that viewers cannot imagine until now and further extends the interpretation range of the meaning of the characters. Therefore, the proposed system not only induces an active viewing attitude from viewers, but also gives them an opportunity to enjoy watching the artwork and demonstrate creativity as a creator. This system induces new gestures of the viewer in real time through the transformation of characters in accordance with the viewer''s gesture, and has the feature of exchanging emotions with viewers.

상당저항계수식 산정을 위한 3차원 수치실험 : 횡방향 이격거리의 영향 (3-D Numerical Experiment for Estimation of Equivalent Resistance Coefficient due to Multi-piers : Effect of Transverse Intervals)

  • 김형석;최준우;고광오;윤성범
    • 한국해안·해양공학회논문집
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    • 제21권3호
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    • pp.216-223
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    • 2009
  • 수면보다 높은 사각기둥 저항체가 등간격으로 배치되어 있는 경우의 상당저항계수 식의 횡방향에 따른 항력상호작용계수를 연구하여 제안하였다. 저항체의 횡방향 이격거리에 따른 에너지 손실이 오리피스의 공극률에 따른 에너지 손실과 동일하다고 가정하고 오리피스의 에너지 손실계수를 차용하여 횡방향 항력상호작용계수를 제안하였다. 이 항력상호작용계수를 사용하는 상당저항계수 식을 김 등(2008)에 의해 사용된 수리조건에 대해 그 해석능력이 검증된 FLOW-3D를 이용하여 수치실험한 결과와 비교하였다. 그 결과가 잘 일치하였고 이로부터 바닥마찰뿐만 아니라 수면보다 높은 정방형 다열기둥의 종방향 및 횡방향 이격거리에 따라 변화되는 저항정도를 고려할 수 있는 제안된 상당저항계수 식의 타당성을 검증하였다.