• Title/Summary/Keyword: 3D content

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A Study on Educational Utilization of 3D Printing : Creative Design Model-based Class (3D 프린팅의 교육적 활용 방안 연구 : 창의적 디자인 모델 기반 수업)

  • Choi, Hyungshin;Yu, Miri
    • Journal of The Korean Association of Information Education
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    • v.19 no.2
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    • pp.167-174
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    • 2015
  • A recent increase of interests on the influence of 3D printing and low prices of 3D printers makes a high possibility of 3D printer adoption as a educational equipment in public education settings. The Ministry of Science, ICT and Future Planning and Ministry of Trade, Industry and Energy proposed '3D printing industry development strategies', and had pilot schools to include understanding of 3D printing concepts and practices in the primary, secondary and high schools' curriculum. However, even if 3D printers were provided in educational settings, the research on educational content and methods to properly react to this change is very limited. Therefore, this study reviewed various 3D modeling software because a modeling skill is a prerequisite skill to use 3D printers, and proposed a creative design spiral based teaching content that can be incorporated in elementary school contexts.

CONTENT PRISM / ETRI, 3D게임엔진 '드림3D' 개발

  • Kim, Jin-Gyeong
    • Digital Contents
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    • no.2 s.117
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    • pp.98-102
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    • 2003
  • 한국전자통신연구원(ETRI) 3D 게임엔진 '드림3D'의 기술 이전료가 인하됐다. ETRI는 3D 게임엔진 '드림3D'의 기술 이전료를 당초 계약금 6000만원에 러닝로열티 2%를 받기로 했던 방침을 수정, 계약금 4000만원에 러닝로열티 1%로 하향 조정했다. ETRI는 이를 위해 기술이전 후 '드림3D' 개발진에 피드백을 전달, 3D 게임엔진 개선에 공헌할 것을 기술 이전료 인하조건으로 제시했다. '드림3D'는 정부가 세계적인 게임엔진을 개발, 저렴한 가격에 국내 업체에 공급함으로써 국내 게임개발 환경을 한 단계 끌어올린다는 목표 아래 ETRI 과제수행업체로 선정, 2년 만에 개발 완료한 '3D온라인 게임엔진'이다

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Development of Motion based Training Contents: "3D Space Exploration" Case Study (동작 기반의 훈련콘텐츠 : "3D 우주탐험" 개발사례)

  • Lim, C.J.;Park, Seung Goo;Jeong, Yun Guen
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.63-72
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    • 2013
  • To enhance the effect of science educational contents, we developed a motion based training content: 3D space exploration. In this content, we used the 3D depth camera for user's motion recognition. Learners have to conduct the space station maintenance mission using the motion based natural and intuitive interface. The result this study is expected to propose the immersive training simulation for young science learners.

Change of Crystalline Properties of Poly(ethylene-co-vinyl acetate) according to the Microstructures

  • Choi, Sung-Seen;Chung, Yu Yeon
    • Elastomers and Composites
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    • v.56 no.2
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    • pp.92-99
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    • 2021
  • Microstructure-dependent changes in the crystalline properties of poly(ethylene-co-vinyl acetate) (EVA) was investigated using various EVAs at different VA contents via X-ray diffraction (XRD). The parameters analyzed herein were percentage crystallinity (Xc), interplanar crystal spacing (dhkl), crystal stack size (Dhkl), and the number of crystal plane piles (Nhkl). The Xcs of [110] and [200] crystals were 21.0-4.1 and 6.7-1.4%, respectively, and they decreased by approximately 2.3 and 0.7% for every mol% of the VA content, respectively. The Xc ratios of the [110] and [200] crystals were approximately 3. The d110s and d200s values were 0.41-0.42 and 0.37-0.38 nm, respectively. The D110s and D200s values were 9.56 -21.92 and 7.00-16.42 nm, respectively. The dhkls increased with an increase in the VA content, whereas the Dhkls decreased. The N110s and N200s were 22.7-51.3 and 18.3-43.2, respectively, and they decreased by increasing the VA content. EVA with the same VA content showed different crystalline properties as per the suppliers, and some EVAs deviated from the average trends. This could be explained by the difference in their microstructures such as the sizes and distribution uniformity of the ethylene sequences in EVA chains.

3D Character Production for Dialog Syntax-based Educational Contents Authoring System (대화구문기반 교육용 콘텐츠 저작 시스템을 위한 3D 캐릭터 제작)

  • Kim, Nam-Jae;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Yeol;Lee, Wan-Bok
    • Journal of the Korea Convergence Society
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    • v.1 no.1
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    • pp.69-75
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    • 2010
  • The importance of a using the visual media in English education has been increased. By an importance of Characters in English language content, the more effort is needed for a learner to show the English pronunciation and a realistic implementation. In this paper, we tried to review the Syntax-based Educational Contents Authoring System. For the more realistic lip-sync character, 3D character to enhance the efficiency of the education was constructed. We used a chart of the association structure analysis of mouth's shape. we produced an optimized 3D character through a process of a concept, a modeling, a mapping and an animating design. For more effective educational content for 3D character creation, the next research will be continuously a 3d Character added to a hand motion and body motion in order to show an effective communication example.

3D Volumetric Capture-based Dynamic Face Production for Hyper-Realistic Metahuman (극사실적 메타휴먼을 위한 3D 볼류메트릭 캡쳐 기반의 동적 페이스 제작)

  • Oh, Moon-Seok;Han, Gyu-Hoon;Seo, Young-Ho
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.751-761
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    • 2022
  • With the development of digital graphics technology, the metaverse has become a significant trend in the content market. The demand for technology that generates high-quality 3D (dimension) models is rapidly increasing. Accordingly, various technical attempts are being made to create high-quality 3D virtual humans represented by digital humans. 3D volumetric capture is spotlighted as a technology that can create a 3D manikin faster and more precisely than the existing 3D model creation method. In this study, we try to analyze 3D high-precision facial production technology based on practical cases of the difficulties in content production and technologies applied in volumetric 3D and 4D model creation. Based on the actual model implementation case through 3D volumetric capture, we considered techniques for 3D virtual human face production and producted a new metahuman using a graphics pipeline for an efficient human facial generation.

Correlation between the 2-Dimensional Extent of Orbital Defects and the 3-Dimensional Volume of Herniated Orbital Content in Patients with Isolated Orbital Wall Fractures

  • Cha, Jong Hyun;Moon, Myeong Ho;Lee, Yong Hae;Koh, In Chang;Kim, Kyu Nam;Kim, Chang Gyun;Kim, Hoon
    • Archives of Plastic Surgery
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    • v.44 no.1
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    • pp.26-33
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    • 2017
  • Background The purpose of this study was to assess the correlation between the 2-dimensional (2D) extent of orbital defects and the 3-dimensional (3D) volume of herniated orbital content in patients with an orbital wall fracture. Methods This retrospective study was based on the medical records and radiologic data of 60 patients from January 2014 to June 2016 for a unilateral isolated orbital wall fracture. They were classified into 2 groups depending on whether the fracture involved the inferior wall (group I, n=30) or the medial wall (group M, n=30). The 2D area of the orbital defect was calculated using the conventional formula. The 2D extent of the orbital defect and the 3D volume of herniated orbital content were measured with 3D image processing software. Statistical analysis was performed to evaluate the correlations between the 2D and 3D parameters. Results Varying degrees of positive correlation were found between the 2D extent of the orbital defects and the 3D herniated orbital volume in both groups (Pearson correlation coefficient, 0.568-0.788; $R^2=32.2%-62.1%$). Conclusions Both the calculated and measured 2D extent of the orbital defects showed a positive correlation with the 3D herniated orbital volume in orbital wall fractures. However, a relatively large volume of herniation (>$0.9cm^3$) occurred not infrequently despite the presence of a small orbital defect (<$1.9cm^2$). Therefore, estimating the 3D volume of the herniated content in addition to the 2D orbital defect would be helpful for determining whether surgery is indicated and ensuring adequate surgical outcomes.

Variation of Anthocyanins and Isoflavones between Yellow-Cotyledon and Green-Cotyledon Seeds of Black Soybean

  • Kim, Sun-Lim;Kim, Hyun-Bok;Chi, Hee-Youn;Park, Nam-Kyu;Son, Jong-Rok;Yun, Hong-Tae;Kim, Si-Ju
    • Food Science and Biotechnology
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    • v.14 no.6
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    • pp.778-782
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    • 2005
  • Analysis of black soybeans [Glycine max (L.) Merr.; 59 Korean varieties] revealed that 100-seed weights of green cotyledon seeds (33.5 g, n=31) were higher than those of yellow ones (28.9 g, n=28). Contents of delphinidin-3-glucoside (D3G), cyanidin-3-glucoside (C3G), petunidin-3-glucoside (P3G), and total anthocyanins in seed coats of black soybeans were 0.03-4.15, 0.74-18.36, 0.02-1.60, and 0.87-23.52 mg/g, respectively, among which most prominent anthocyanin was C3G (80.9% of total content), followed by D3G (13.6%) and P3G (5.5%). No significant differences were observed in color parameters $a^*$ and $b^*$ between black soybeans with yellow cotyledon (BYC) and green cotyledon (BGC). Total isoflavone content of BGC was higher than that of BYC, and negative correlation was found between total anthocyanin and isoflavone contents.

3D Web based Collaborative Authoring System of Tangible Contents (3D 웹 기반 실감 콘텐츠 협업 저작시스템 연구)

  • Lee, Changhyeon;Kwon, Yong-Moo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.07a
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    • pp.308-309
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    • 2011
  • 최근 소셜 미디어(Social Media)라는 말은 컴퓨터 관련 연구분야에 종사하는 사람들 뿐만 아니라 일반 사람들도 모르는 사람이 없을만큼 중요하고, 많이 쓰이는 말이다. 본 연구에서는 인터넷과 통신기기의 발달로 이러한 소셜 미디어들이 사용자들이 감당할 수 없을 만큼 생성되지만 이러한 소셜 미디어를 어떻게 사용하고 효율적으로 묶어서 표현해야 하는지에 관한 연구이다. 소셜미디어의 종류에는 블로그, 소셜 네트워킹 서비스(SNS), 위키, UCC, 마이크로 블로그 등으로 나누어진다. 본 연구에서는 Social Media를 기반으로 Tangible Blog를 위한 콘텐츠를 저작하는 시스템에 관한 연구를 진행한다. 여기서 소셜미디어는 일반적으로 사용되는 사진, 동영상, 효과음, 텍스트에 3D Contents를 추가는 것을 목표로 한다. 3D Contents는 현재 게임분야에 많이 사용되고 있는 Kinect를 이용하여 생성하고 이러한 소셜 미디어들을 Web 환경에서 Authoring 하는 방법에 관한 연구를 소개한다. 최종적으로는 현재 많이 사용되고 있는 Blog의 형태에서 발전한 Tangible Blog를 만드는 것이 목표이다. 여기서 Tangible Blog는 기존의 텍스트, 음악, 동영상 등의 소스를 이용한 사용자의 일상생활 및 의견 표현을 넘어선 3D Contents의 활용, 스토리텔링 기법 활용 및 Sensory Effect를 활용한 실감 있는 블로그를 만드는 것을 목표로 한다.

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Image Based 3D Reconstruction of Texture-less Objects for VR Contents

  • Hafeez, Jahanzeb;Lee, Seunghyun;Kwon, Soonchul;Hamacher, Alaric
    • International journal of advanced smart convergence
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    • v.6 no.1
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    • pp.9-17
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    • 2017
  • Recent development in virtual and augmented reality increases the demand for content in many different fields. One of the fast ways to create content for VR is 3D modeling of real objects. In this paper we propose a system to reconstruct three-dimensional models of real objects from the set of two-dimensional images under the assumption that the subject does not has distinct features. We explicitly consider an object that is made of one or more surfaces and radiant constant energy isotropically. We design a low cost portable multi camera rig system that is capable of capturing images simultaneously from all cameras. In order to evaluate the performance of the proposed system, comparison is made between 3D model and a CAD model. A simple algorithm is also proposed to acquire original texture or color of the subject. Using best pattern found after the experiments, 3D model of the Pyeongchang Olympic Mascot "Soohorang" is created to use as VR content.