• Title/Summary/Keyword: 3D Presentation

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The Effect of Presentation of Apparel Products on Consumers' Approach Behavior using 3D Avatar Model (3차원 아바타 모델을 활용한 의류상품 제시가 소비자 접근행동에 미치는 영향)

  • Yang, Hee-Soon;Choi, Young-Lim
    • Fashion & Textile Research Journal
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    • v.15 no.1
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    • pp.65-72
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    • 2013
  • This study utilizes a S-O-R model to investigate the effects of apparel product presentations using a 3D avatar model in Internet fashion malls for pleasure(emotional state) and approach behavior. We chose a 3D avatar model to present a fashion product in this study. The model walked for about one minute on stage; subsequently, respondents completed a questionnaire after they viewed it. The questionnaire consists of telepresence, pleasure and approach behavior. Respondents are limited to females 20s and 30s years old who have purchased fashion products in an Internet mall and are highly interested in fashion products. A total of 226 samples were used for the final analysis. Cronbach's alpha, correlation analysis, confirmatory factor analysis, and structural equation modeling were utilized in this study. The results are as follows. First, telepresence has a significant influence on pleasure; subsequently, pleasure influenced consumer approach behavior. Second, telepresence positively influenced the approach behavior (directly and indirectly). This verified the effectiveness of a 3D avatar model using S-O-R. A 3D avatar model can be a strategic alternative in the fiercely competitive Internet shopping sector.

Construction of Library for 3D Natural Phenomena Using 2D Images (2D 이미지를 이용한 3D 공간상의 자연현상 라이브러리 구축)

  • Kim, Jong-Chan;Kim, Jong-Seong;Kim, Eung-Kon;Kim, Chee-Yong
    • Journal of Digital Contents Society
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    • v.9 no.3
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    • pp.461-470
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    • 2008
  • There are two methods to express natural phenomena using image processing techniques. One is the presentation of simulations for natural phenomena and the other is the display of images based on script. A lot of people used to get the display using vast data and complicated math formulas. When we get the output images in this way, we will have some problems in time and cost. In this paper, we use fluid images excluding using the complicated math formulas, programming, and taking pictures to present the natural phenomena. We construct the library to express the natural phenomena effectively using 2D images and simulation of fog for the background of oriental painting in 3D space.

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PROJECTIONS OF ALGEBRAIC VARIETIES WITH ALMOST LINEAR PRESENTATION II

  • Ahn, Jeaman
    • Journal of the Chungcheong Mathematical Society
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    • v.34 no.2
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    • pp.181-188
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    • 2021
  • Let X be a nondegenerate reduced closed subscheme in ℙn. Assume that πq : X → Y = πq(X) ⊂ ℙn-1 is a generic projection from the center q ∈ Sec(X) \ X where Sec(X) = ℙn. Let Z be the singular locus of the projection πq(X) ⊂ ℙn-1. Suppose that IX has the almost minimal presentation, which is of the form R(-3)β2,1 ⊕ R(-4) → R(-2)β1,1 → IX → 0. In this paper, we prove the followings: (a) Z is either a linear space or a quadric hypersurface in a linear subspace; (b) $H^1({\mathcal{I}_X(k)})=H^1({\mathcal{I}_Y(k)})$ for all k ∈ ℤ; (c) reg(Y) ≤ max{reg(X), 4}; (d) Y is cut out by at most quartic hypersurfaces.

Wire frame drive unit ofa SMA-based 3D shape display (SMA을 이용한 3차원 형상제시기의 와이어프레임 구동 유닛)

  • Chu Y.J.;Kim Y.M.;Song J.B.;Park S.S.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2006.05a
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    • pp.439-440
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    • 2006
  • This research proposes a novel method of shape display to present 3-dimensional objects. Shape displays allow us to feel the actual volume of the object, unlike conventional 2D visual displays of 3D objects. The proposed method employs a wire frame structure to present 3D objects. The wire frame is composed of small units driven by shape memory alloy(SMA) actuators. The drive unit is analogous to the agonist-antagonist system of animal musculoskeletal systems, where the SMA actuators serve as agonist and antagonist muscles. The force in the SMA actuator is controlled by electrical current. The drive unit is equipped with the locking mechanism so that it can sustain the external force exerted by the user as well as the own weight of the wire frame structure. By controlling the current into the SMA actuator and locking mechanism, we call control the angle of the drive unit. A chain of drive units enables presentation of 2 dimensional objects. 3 dimensional presentations are possible by collecting the chains of drive units.

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Parallel Simulation of Turbulent Flow in a 3-D Lid-Driven Cavity

  • McDonough J.M.
    • 한국전산유체공학회:학술대회논문집
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    • 2006.05a
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    • pp.163-166
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    • 2006
  • We have introduced a new version of the 3-D lid-driven cavity problem that leads to more complicated fluid parcel trajectories and thus, enhanced mixing, but at the same time weakens corner singularities. We employed an advanced form of LES to solve this problem and presented preliminary results that show very complicated streamline structures on both large and small scales, despite a relatively low Reynolds number. Finally, we demonstrated moderate speedups via parallelization. Ongoing tests are expected to resolve the questions raised regarding possible sources of the rather poor parallel performance compared with that seen in earlier studies with the same code. Because it is expected that findings may be significant for parallel performance in general, we plan to emphasize this aspect in the oral presentation the Parrel (CFD 2006 Conference.

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A Study On The Virtual Space Simulation Expression Using Graphic Process Unit (GPU를 활용한 공간 가상 시뮬레이션 표현에 관한 연구)

  • Kim, Jong-Hyun;Kim, Suk-Tae
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.11a
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    • pp.80-83
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    • 2004
  • It is impossible to do real verification on design spaces before their completions due to the characteristics of building and interior space designs. So, in designing spaces, designers should reflect their real experiences in their lives into their design works. 3D games where GPU and other kinds of advanced technologies have bee applied first show their leads in technologies have bee applied first show their leads in technologies about 5 years than VRML. Those games which are produced reflecting real environment as it is could be regarded as the most excellent tool in their completeness level of physical environment due to their characteristics. This means that if 3D game engines employing GPU are used effectively they could be used as a presentation tool for virtual spaces. This study studies the expressions of virtual constructions through 3D game engines employing GPU, not in VRML-based virtual spaces on Webs but in immersion-type virtual spaces.

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3D SVG Presentation Using Export of 3ds max 3D (3ds max의 익스포트를 이용한 3차원 SVG 표현)

  • 김승완;박덕규;정혜진
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10b
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    • pp.640-642
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    • 2004
  • SVG(Scalable Vector Graphic)는 웹 개발자 디자이너 및 사용자가 간단한 선언 방식의 프로그래밍 모델을 통해 HTML의 한계를 뛰어 넘어 견고한 비주얼 컨텐츠와 대화형 기능을 작성할 수 있는 W3C의 표준 XML 기반의 이미징 모델이다. 웹에서의 SVG는 확장형 벡터 그래픽으로서 2차원 이미지를 이미지의 손상 없이 표현하게 된다. 이 논문에서는 2차원에 국한되어 있는 SVG를 확장하여 3차원 이미지를 표현하고자 한다. 2차원 이미지의 표현은 x축과 y축의 평면 축만 있는데 비해 3차원 이미지의 표현은 깊이 정보인 z축을 가지고 있어야 3차원 이미지를 표현하게 된다. 비트맵 그래픽과 달리 벡터 그래픽인 SVG를 이용하여 웹 브라우저에서 3차원 오브젝트를 표현하는 방법에 대친 고찰하고자 한다.

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Change of electroencephalograph during 3-dimensional image load (입체 TV 영상(3D) 주시시의 유발전위)

  • Cho, Am
    • Journal of the Ergonomics Society of Korea
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    • v.9 no.2
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    • pp.29-35
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    • 1990
  • To investigate and analyze of the human brain-wave changes during 3-dimenslonal image load were expected to take not only an important basic information of 3-dimensional TV usage but also 3-dimensional image design. In this experiment, to analyze the difference of visual analyze handing system for which we present the 2- dimensional image having no parallex and 3-dimensional image by visual evoked potentials(VEP). 2-dimensional image and 3-dimensional image displayed on the screen through video. In the test, the time interval was one sec for presentation of stimulus considering united time of visual information of right eye and left eye during watching the 3-dimensional image also display time interval was 200 mesc for each stimulus image. Results are as follow, (1) N190 appears faster 16msec-20msec in the point of Fz, Cz, Pz, Oz when loaded 3D4 angle than 2D3 angle. (2) About of the P300, 3D4 angle(Otherwise, Oz point was reverse) and in the case of no equipment of liquid crystal shutter, there appeared PEAK near the P250. (3) There were 5% significant difference when the liquid crystal shutter was equiped and didn't, Therefore, this phenomenon show the possibility that Liquid crystal shutter influences on Visual Evoked Potentials.

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3D-printed titanium implant with pre-mounted dental implants for mandible reconstruction: a case report

  • Park, Jung-Hyun;Odkhuu, Michidgerel;Cho, Sura;Li, Jingwen;Park, Bo-Young;Kim, Jin-Woo
    • Maxillofacial Plastic and Reconstructive Surgery
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    • v.42
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    • pp.28.1-28.4
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    • 2020
  • Background: This clinical case presented a novel method of segmental mandible reconstruction using 3D-printed titanium implant with pre-mounted dental implants that was planned to rehabilitate occlusion. Case presentation: A 53-year-old male who suffered osteoradionecrosis due to the radiation after squamous cell carcinoma resection. The 3D-printed titanium implant with pre-mounted dental implant fixtures was simulated and fabricated with selective laser melting method. The implant was successfully inserted, and the discontinuous mandible defect was rehabilitated without postoperative infection or foreign body reaction during follow-ups, until a year. Conclusions: The 3D-printed titanium implant would be the one of the suitable treatment modalities for mandible reconstruction considering all the aspect of mandibular functions.

A Study on the Development of 3D printed garments for Fashion Show (패션쇼를 위한 3D 프린팅 의상 디자인 개발 연구)

  • Lee, Hyunseung
    • Fashion & Textile Research Journal
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    • v.21 no.3
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    • pp.267-276
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    • 2019
  • This study develops 3D-printed-garment collections for a fashion show presentation. A design concept using traditional patterns that consisted of garments regarding the limitation of the printing technology was investigated in order to develop the collection. The structures of the connecting joints of the textile parts which could be easily and sturdily interconnected were invented. Wearability as garments that could be naturally worn on the human body were sought. As a result, four 3D-printed-garments were developed. The 1st garment composed of objects based on a 'Yeon-Dang-Cho'-pattern was constructed as a geometric robe style using a FDM 3D printer and transparent TPU filaments. The 2nd and 3rd 3D-printed-garments composed of an object based on a 'Boe-Sang-Hwa'-pattern was constructed as a distorted one-piece exaggerating the silhouettes of shoulders and waist parts as well as a straight asymmetric tunic style that used the same printer and material as the 1st garment. The last garment composed of an object based on a 'Boe-Sang-Hwa'-pattern printed using a SLA 3D printer and flexible-liquid-resin was constructed attaching the objects on the fabric material by the hot-press machine. The four developed garments were presented in the opening fashion show of 'the 6th International 3D-printing Korea Expo'. This study provides a basic case for related studies to adapt 3D-printing technology in textile pattern development of garment construction.