• 제목/요약/키워드: 3D device

검색결과 2,069건 처리시간 0.03초

선박 블록 단위의 대용량 JT 파일을 안드로이드 기기에서 가시화하는 방법 (A Method for Visualizing a Large JT File of Ship Blocks in an Android Device)

  • 천상욱;서흥원
    • 한국CDE학회논문집
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    • 제18권4호
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    • pp.258-266
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    • 2013
  • In shipbuilding, 2D manufacturing drawings are crucial for building a ship. Even various types of 3D models are being utilized for supporting ship manufacturing, which does not reduce the importance of 2D drawings. Recently things are changing in the shipbuilding industry. To reduce the number of 2D drawings or to reduce the quantity of information contained in 2D drawings, some attempts that can substitute for 2D drawings are being made. One of the attempts is to visualize lightweight 3D manufacturing models in a mobile device. In this paper, a method for displaying lightweight 3D models of a ship in an Android based device is introduced. To overcome the problem with parsing JT files in Android system, JT files are parsed in a Windows based server and as-simple-as-possible visualization data are transmitted to an Android based viewer. A comparison result with a commercial system is also given.

3D IC 열관리를 위한 TSV Liquid Cooling System (TSV Liquid Cooling System for 3D Integrated Circuits)

  • 박만석;김성동;김사라은경
    • 마이크로전자및패키징학회지
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    • 제20권3호
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    • pp.1-6
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    • 2013
  • TSV는 그동안 3D IC 적층을 하는데 핵심 기술로 많이 연구되어 왔고, RC delay를 줄여 소자의 성능을 향상시키고, 전체 시스템 사이즈를 줄일 수 있는 기술로 각광을 받아왔다. 최근에는 TSV를 전기적 연결이 아닌 소자의 열관리를 위한 구조로 연구되고 있다. TSV를 이용한 liquid cooling 시스템 개발은 TSV 제조, TSV 디자인 (aspect ratio, size, distribution), 배선 밀도, microchannel 제조, sealing, 그리고 micropump 제조까지 풀어야 할 과제가 아직 많이 남아있다. 그러나 TSV를 이용한 liquid cooling 시스템은 열관리뿐 아니라 신호 대기시간(latency), 대역폭(bandwidth), 전력 소비(power consumption), 등에 크게 영향을 미치기 때문에 3D IC 적층 기술의 장점을 최대로 이용한 차세대 cooling 시스템으로 지속적인 개발이 필요하다.

Development of 3D Application For Mobile Phone Based on J2ME

  • Lee, Song-Won;Kim, Il-Myung;Hong, Sung-Soo
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2006년도 추계학술발표대회
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    • pp.455-458
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    • 2006
  • John Carmack who invented the 3D games let us know about the great 3D world and because of the MIDP 2.0(Mobile Information Device Profilers entering, it is not a fame to achieve playing 3D games with a mobile device. The data offered by iResearch market consultation show that the figure of mobile game players all around the world will take a steady increase from 290 million in 2005 to 1030 million in 2008, and the market income will mount up from $10,200 million to $52.000 million.3D games will be a current, the most famous kind of mobile games. In this paper I design 3D application based on J2ME (Java 2 Micro Edition) and implement a freely removable 3D object which happened in a 3D scene by receiving the keyboard response of mobile device with WTK (Wireless Too.Kit) simulator.

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Design of Runner Game using Overlap Circle in Unity3D

  • Kim, Hyun-Jun;Kim, Soo Kyun
    • 한국컴퓨터정보학회논문지
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    • 제23권8호
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    • pp.25-30
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    • 2018
  • In this paper, we design a 2D one touch runner game which controls on smart device easily using a Unity3D game engine. Unity is the creator of the world's widely-used 2D and the 3D cross-platform game engine developed by Unity Technologies. Also, Unity builds high-quality 2D and 3D games on a various hardware device. This paper shows the familiar character as a cartoon and feels to enjoy using platformer with various game users. we show that the proposed platformer method improve controlling game path on the smart device.

진화된 3D실장 디바이스 - 경박 단소화를 실현하기 위한 혁신 - (Advanced 3-D mounting device - Innovations to realize ultra-small device -)

  • Makinaga, Hitoshi
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2008년도 하계종합학술대회
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    • pp.397-398
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    • 2008
  • 종래의 MID 기술을 마쯔시타 전공의 독자적인 기술을 심화 확충하여, 차기 시장이 요구하는 "소형 고성능 고 신뢰성의 3차원 실장 Device"를 개발하였으므로 아래와 같이 보고 한다. MIPTEC이란, "Microscopic Integrated Processing Technology"로 마쯔시타 전공의 기술 브랜드를 말한다.

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3D 프린팅 기술을 이용한 전산화단층영상 기반 조직 생검 보조기구 개발 (Development of Biopsy Assist Device on Computed Tomography Using 3D Printing Technology)

  • 김정완;성열훈
    • 대한방사선기술학회지:방사선기술과학
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    • 제46권2호
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    • pp.151-157
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    • 2023
  • The purpose of this study was to develop an assist device that could correct and support patient position during biopsy on computed tomography (CT) using 3D printing technology. The development method was conducted in the order of 3D design, 3D output, intermediate evaluation for product, final assist device evaluation. The 3D design method was conducted in the order of prior research data survey, measurement, primary modeling, 3D printing, output evaluation, and supplementary modeling. The 3D output was the 3D printer (3DWOX 2X, Sindoh, Korea) with additive manufacturing technology and the polylactic acid (PLA) materials. At this time, the optimal strength was evaluated to infill degree of product as the 3D printing factors into 20%, 40%, 60%, and 80%. The intermediate evaluation and supplementation was measured noise in the region of interest (ROI) around the beam hardening artifact on the CT images. We used 128-channel MDCT (Discovery 75 HD, GE, USA) to scan with a slice thickness of 100 kVp, 150 mA, and 2.5 mm on the 3D printing product. We compared the surrounding noise of the final 3D printing product with the beginning of it. and then the strength of it according to the degree of infill was evaluated. As a result, the surrounding noise of the final and the early devices were measured at an average of 3.3 ± 0.5 HU and 7.1 ± 0.1 HU, respectively, which significantly reduced the noise of the final 3D printing product (p<0.001). We found that the percentage of infill according to the optimal strength was found to be 60%. Finally, development of assist devices for CT biopsy will be able to minimize artifacts and provide convenience to medical staff and patients.

3D 모션입력장치를 이용한 거울치료가 뇌졸중 환자의 상지 운동 기능, 삶의 질, 우울감에 미치는 영향 (Effects of Mirror Therapy Using 3D Motion Input Device on Upper Extremity Function, Quality of Life, Depression in Stroke Patients)

  • 박정원;최호석;신원섭
    • 대한통합의학회지
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    • 제4권4호
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    • pp.41-51
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    • 2016
  • PURPOSE : The purpose of this study was to identify whether 3D motion input device based mirror therapy could improve on upper extremity function, quality of life and depression in chronic stroke patients METHOD : Thirty six patients with chronic stroke were enrolled and randomly divided into three groups: 3D leapmotion mirror therapy group, mirror therapy group, and sham therapy group. 3D leapmotion mirror therapy group performed 3D motion input device based mirror therapy, mirror therapy group performed general mirror therapy, control group performed sham therapy. All patients received a total of 15 exercise session over a 5 week period (three times per week). Fugl-Meyer Assessment-upper extremity(FMA-UE), Stroke Specific-Quality of Life(SS-QOL), Beck Depression Inventory(BDI) were performed prior to and five weeks after the treatment RESULT : Subjects in the 3D leapmotion mirror therapy group showed significant improvements in upper extremity function, quality of life and depression following training. The changes of upper extremity function, quality of life and depression in the 3D leapmotion mirror therapy group were significantly more than them of the control group. CONCLUSION : The result of this study suggest that 3D motion input device based mirror therapy is an intervention to improve on upper extremity function, quality of life and depression in chronic stroke patients.

스마트 TV 환경을 위한 4D 미디어 방송 서비스 시스템의 설계 및 구현 (Design and Implementation of the 4D-Media Broadcasting Service System in a Smart TV Environment)

  • 윤재관;김민기;장종현
    • 대한임베디드공학회논문지
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    • 제7권1호
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    • pp.9-15
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    • 2012
  • Recently, as the development of 3D contents service, production of 4D media that user can feel physical effects by the scene of movie has been increased. This 4D media uses the SMMD (Single Media Multiple Devices) method to give users enhanced effects with multiple devices playing rather than the SMSD (Single Media Single Device) method with single device playing in a smart TV environment. To give more sensible effects to users, from the beginning of making one media, we produced 4D media that consists of 3D contents and the SEM (Sensory Effect Metadata) to define effects of the scene. 4D media is transmitted to a HS (Home Server) to represent 3D contents in 3DTV and multiple devices with synchronized way. In this paper, we suggested the concept and overall 4D media broadcasting service system architecture, aggregator time acquisition, media time scheduling, real-sense device scheduling, evaluation results, user interfaces and implemented devices.

Z-Clutching: Interaction Technique for Navigating 3D Virtual Environment Using a Generic Haptic Device

  • Song, Deok-Jae;Kim, Seokyeol;Park, Jinah
    • Journal of Computing Science and Engineering
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    • 제10권1호
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    • pp.32-38
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    • 2016
  • Navigating a large 3D virtual environment using a generic haptic device can be challenging since the haptic device is usually bounded by its own physical workspace. On the other hand, mouse interaction easily handles the situation with a clutching mechanism-simply lifting the mouse and repositioning its location in the physical space. Since the haptic device is used for both input and output at the same time, in many cases, its freedom needs to be limited in order to accommodate such a situation. In this paper, we propose a new mechanism called Z-Clutching for 3D navigation of a virtual environment by using only the haptic device without any interruption or sacrifice in the given degrees of freedom of the device's handle. We define the clutching state which is set by pulling the haptic handle back into space. It acts similarly to lifting the mouse off the desk. In this way, the user naturally feels the haptic feedback based on the depth (z-direction), while manipulating the haptic device and moving the view as desired. We conducted a user study to evaluate the proposed interaction technique, and the results are promising in terms of the usefulness of the proposed mechanism.

A Measurement System for 3D Hand-Drawn Gesture with a PHANToMTM Device

  • Ko, Seong-Young;Bang, Won-Chul;Kim, Sang-Youn
    • Journal of Information Processing Systems
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    • 제6권3호
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    • pp.347-358
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    • 2010
  • This paper presents a measurement system for 3D hand-drawn gesture motion. Many pen-type input devices with Inertial Measurement Units (IMU) have been developed to estimate 3D hand-drawn gesture using the measured acceleration and/or the angular velocity of the device. The crucial procedure in developing these devices is to measure and to analyze their motion or trajectory. In order to verify the trajectory estimated by an IMU-based input device, it is necessary to compare the estimated trajectory to the real trajectory. For measuring the real trajectory of the pen-type device, a PHANToMTM haptic device is utilized because it allows us to measure the 3D motion of the object in real-time. Even though the PHANToMTM measures the position of the hand gesture well, poor initialization may produce a large amount of error. Therefore, this paper proposes a calibration method which can minimize measurement errors.