• 제목/요약/키워드: 3D Production

검색결과 4,963건 처리시간 0.035초

Production of 3-Hydroxypropionic Acid from Acrylic Acid by Newly Isolated Rhodococcus erythropolis LG12

  • Lee, Sang-Hyun;Park, Si-Jae;Park, Oh-Jin;Cho, Jun-Hyeong;Rhee, Joo-Won
    • Journal of Microbiology and Biotechnology
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    • 제19권5호
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    • pp.474-481
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    • 2009
  • A novel microorganism, designated as LG12, was isolated from soil based on its ability to use acrylic acid as the sole carbon source. An electron microscopic analysis of its morphological characteristics and phylogenetic classification by 16S rRNA homology showed that the LG12 strain belongs to Rhodococcus erythropolis. R. erythropolis LG12 was able to metabolize a high concentration of acrylic acid (up to 40 g/l). In addition, R. erythropolis LG12 exhibited the highest acrylic acid-degrading activity among the tested microorganisms, including R. rhodochrous, R. equi, R. rubber, Candida rugosa, and Bacillus cereus. The effect of the culture conditions of R. erythropo/is LG12 on the production of 3-hydroxypropionic acid (3HP) from acrylic acid was also examined. To enhance the production of 3HP, acrylic acid-assimilating activity was induced by adding 1 mM acrylic acid to the culture medium when the cell density reached an $OD_{600}$ of 5. Further cultivation of R. erythropo/is LG 12 with 40 g/l of acrylic acid resulted in the production of 17.5 g/l of 3HP with a molar conversion yield of 44% and productivity of 0.22 g/l/h at $30^{\circ}C$ after 72 h.

통합항법시스템에 적용하기 위한 3차원 해저지형의 시각화 (Three dimensional visualization of seafloor topography for the application of integrated navigation system)

  • 배문기;신형일;이대재;강일권;이유원;김광식
    • 수산해양기술연구
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    • 제42권2호
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    • pp.104-110
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    • 2006
  • The 3D visualization of seafloor topography(ST) was realized to discuss the effective use by the 3D visualization of ST on the integrated navigation system(INS) for fishing boat. The software was to actually display the 3D visualization of ST using triangular irregular network, helical hyperspatial codes and stereo projection. The INS for fishing boat which applied the 3D visualization of ST will be utilized for safety voyage and the effective fishing work on the fishing ground.

A Study on the Effective Production of Game Weapons Using ZBrush

  • YunChao Yang;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.397-402
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    • 2023
  • With the rapid adoption of 5G, the gaming industry has undergone significant innovation, with the quality of game content and player experience becoming the focal point of attention. ZBrush, as a professional digital sculpting software, plays a crucial role in the production of 3D game models. In this paper, we explore the application methods and techniques of ZBrush in game weapons production through specific case analyses. We provide a detailed analysis of two game weapon models, discussing the design and modeling process, lowto-high poly conversion, UV unwrapping and texture baking, material texture creation and optimization, and final rendering. By comparing the production process and analyzing the advantages and disadvantages of ZBrush, we establish a theoretical foundation for further design research and provide reference materials for game industry professionals, aiming to achieve higher quality and efficiency in 3D game model production.

입체조형 실습을 연계한 가구디자인 수업 개발을 위한 사례연구 (Study on Process Development of Furniture Design Class by Fusing 3D Form Study)

  • 인치호
    • 한국가구학회지
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    • 제25권3호
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    • pp.165-172
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    • 2014
  • 3D form study is one of basic subjects in industrial design education. There are an array of textbooks of visual art, design and architecture, most of which address basic geometrical form study and abstract forms. With the introduction of computerization, current trends are directed to reduce basic form education and students' participation in classes and their accomplishments. This study was intended to develop works under a theme of furniture design with concrete shapes and functions. This study focused on developing relevant process by fusing 3D form study and furniture design which fall into basic design and design studio subjects, respectively. Among 3D form studies, applied were a concept of 3D configuration that explores the relations between surface forms and 3D forms. Furniture design is a challenge to students at beginner or intermediate level in basic design education from initial devising stage to production in kind. To ease high level of difficulties at designing and producing stages, technical education was systematized in the process of conceptualizing, developing idea and production. This type of challenge was carried out during separate semesters, along with a case study done to develop different types of challenges. This study helped students to be motivated and actively participate in classes and well perform advanced form study and technical training from design to actual production.

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3차원 인체스캔형상을 재현한 3D 아바타 제작을 위한 가상착의 시스템의 활용성 검증 -CLO 3D 프로그램을 중심으로- (Usability verification of virtual clothing system for the production of a 3D avatar reproduced from 3D human body scan shape data - Focusing on the CLO 3D program -)

  • 홍은희
    • 한국의상디자인학회지
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    • 제22권1호
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    • pp.1-13
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    • 2020
  • The purpose of this study is to create a 3D avatar from 3D human body shape data using the CLO 3D virtual clothing program and to verify the feasibility of avatar production using the virtual clothing system for verifying size and shape. The research method was to select one virtual representative model that is the closest to the mean size of each body item for each age group. Using the 3D human body scan shape of a 40-69 years old male was applied to the CLO 3D virtual wearing system. Using the CLO 3D Avatar conversion menu, we verified the feasibility of creating a 3D avatar that reproduces the human body scan shape. In the dimension comparison between the 3D avatar and the fictitious representative model, the dimension difference was noticeable in height, circumference, and length. However, as a result, the converted 3D avatar showed less than a 5% difference in most human dimensions. In addition, since the body shape and posture were reproduced similarly, the utilization of the avatar was verified.

Direct Fermentation of D-Xylose to Ethanol by Candida sp. BT001

  • LEE, SANG-HYEOB;WON-GI BANG
    • Journal of Microbiology and Biotechnology
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    • 제4권1호
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    • pp.56-62
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    • 1994
  • A yeast strain, BT001, which can directly ferment D-xylose to ethanol was isolated from forest soils, and then identified as Candida sp. Cultural conditions for the optimum ethanol production, along with the effects of aeration on cell growth and ethanol production were investigated. Aeration stimulated the cell growth and the volumetric rate of ethanol production, but decreased the ethanol yield. Optimum temperature and initial pH for the ethanol production were $33{\circ}^C$ and 6.0, respectively. In a shake flask culture, this strain produced 52.3 g ethanol per liter from 12%(w/v) D-xylose after incubation for 96 hours. Ethanol yield was 0.436 g per g D-xylose consumed. This corresponds to 85.8% of theoretical yield. Also, this yeast strain produced ethanol from D-galactose, D-glucose and D-mannose, but not from L-arabinose and L-rhamnose. Among these sugars, D-glucose was the fastest in being converted to ethanol sugars.

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A Study on 3D Printer Design for Clothing Printing: Focusing on Knitted Wearable Clothing Output

  • Chung, Do-Seung;Kim, Kwan-Bae;Jang, Jung-Sik
    • International journal of advanced smart convergence
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    • 제9권1호
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    • pp.82-89
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    • 2020
  • This study is a design study related to the application of 3D printer technology for garment printing. Knitting, which used to be a home industry in the early days, originally comes from hand-knitting. This evolved with various personal devices as a small job for the self-sufficiency of early European housewives. In addition, since the Industrial Revolution, mechanical production entered the mass production mass supply system, and various apparel products were provided to consumers in accordance with mass standardized dimensions. This is similar to the development process in Korea. In addition, it has formed a considerable market with the situation that it can produce and supply apparel products at low labor costs of first-generation Namdaemun and Dongdaemun merchants. As the production shifted to the Southeast Asian region due to the increase in labor costs in the domestically developed social situation, the production of garment products in Korea is now almost 5%. As a result, apparel-related production facilities and related companies are constantly moving to other countries to move production facilities sensitively due to rising labor costs. Recently, smart factory automation has been planned to explore new possibilities. In addition, in recent years, with the evolved appearance of consumers, the appropriate supply of the right amount of production has appeared, and the 3D printer applied to personal garment output has attracted considerable interest in the customized market. Therefore, in order to become a new hope and a small addition to various clothing workers, this study conducted related research on the following 3D printers for clothing output and attempted to proceed with a new design.

Freeware를 활용한 3차원 Rendering에 관한 연구 (A Study on 3D Rendering based on Freeware)

  • 김용관
    • 만화애니메이션 연구
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    • 통권15호
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    • pp.123-137
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    • 2009
  • 본 연구는 3차원 Rendering Software의 개발 및 활용에 있어서 오픈소스 기반의 Freeware Software의 적용 및 발전 가능성에 대한 연구이다. 3차원 Rendering Software는 크게 2D합성 및 편집, 3D Animation, Game 랜더링 Software로 구분되고 기타 Motion Capture, 3D Digitizing 등 각종 입출력 장비와 함께 구동되는 Software로 이루어져 있다. 현재 국내 영 화, 게임, 애니메이션 등 디지털콘텐츠 분야에 이용되고 있는 Software는 대부분 막대한 비용의 외산 제품을 수입하여 사용하고 있는 현실이고 이로 인한 제작 단가의 상승으로 수익구조가 악화되고 있다. 이러한 문제에 대한 해법으로 오픈소스 기반의 Freeware 디지털콘텐츠 제작 Software를 적극 활용한다면 경제적 이득 외에도 기술적 발전 및 제작의 품질향상에 큰 도움이 될 수 있으며 이러한 산업구조의 불균형을 개선하고 독자적인 기술력 확보를 위해 본 연구를 추진하게 되었다.

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Polyjet방식 3D 프린터를 이용한 스트레이트 베벨기어의 제작 특성에 관한 실험적 연구 (Experimental Study on Production Characteristics of Straight Bevel Gear using a Polyjet Method 3D Printer)

  • 김해지
    • 한국기계가공학회지
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    • 제14권6호
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    • pp.63-68
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    • 2015
  • Recently, 3D printer technologies have been used in many research efforts for high precision manufacturing. In particular, the rapid prototyping technology has been developing rapidly, because it can be manufactured in a short time with a 3D designed shape. This paper relates to the production characteristics of the straight bevel gear designed using a 3D print using the PolyJet method. The characteristics of a 3D printed straight bevel gear were compared with a machined straight bevel gear. The accuracy of the produced straight bevel gear was evaluated by backlash, meshing pattern, face angle, root angle, and surface roughness.

증강현실기술을 적용한 유아용 동화책 제작에 대한 연구 (A study on the production of children's storybooks using augmented reality technology)

  • 김태은
    • 디지털콘텐츠학회 논문지
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    • 제18권3호
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    • pp.435-442
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    • 2017
  • 증강현실을 이용해 동화책을 조금 더 실감나고 몰입도 있게, 재미있게 제작하는 것은 교육적인 면에서 큰 의미가 있다. 본 연구에서는 아이들에게 보편적으로 널리 알려진 동화 이야기를 증강현실 동영상 콘텐츠로 제작하면서, 제작 방법에 대한 경험을 공유하고, 나아가 증강현실 기술을 도서출판분야로의 적용을 좀 더 쉽게 접근하는 가이드북 역할을 하고자한다. 또한, 본 개발에서는 증강현실 제작에 사용한 3D 모델링 제작방법, Unity3D 엔진 사용방법, Vuforia 마커 제작 방법까지 증강현실 콘텐츠 제작 초보자들에게 증강현실 동화책 제작에 관한 원리와 방식을 동영상과 함께 제공하여 교육현장에서 바로 활용 가능하도록 가이드 하는 연구이다.