• 제목/요약/키워드: 3D work

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일개 전자제품 제조업 근로자에서 교대근무와 불안증상: 비타민 D와 수면의 질의 매개효과 (Shift Work and Anxiety Symptoms at an Electronic Manufacture Company: The mediating effect of vitamin D and sleep quality)

  • 채창호;박영숙
    • 한국산업보건학회지
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    • 제30권3호
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    • pp.321-330
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    • 2020
  • Objectives: The purpose of this study was to compare vitamin D levels, sleep quality, and anxiety symptoms between shift workers and daytime workers and analyze the mediating effect of vitamin D and sleep quality between shift work and anxiety symptoms. Methods: The subjects of the study were 6744 people who received a medical examination while working for an electronics manufacturing company in 2016. We evaluated their shift work, vitamin D levels, sleep quality, and anxiety symptoms with blood samples and questionnaires. Chi-square test, t-test and path statistical analysis were performed. Results: The shift workers had significantly higher symptoms of anxiety than the day workers, significantly lower levels of vitamin D in the blood, and significantly poorer quality of sleep. The results of the pathway analysis confirmed that blood vitamin D and sleep quality had a mediating effect between shift work and anxiety symptoms. Conclusions: Shift workers should be constantly paying attention to mental health effects such as anxiety symptoms. Shift workers should also be alerted of the risk of vitamin D deficiency, encouraged about sun exposure and vitamin D intake, and required to undergo training and counseling on sleep hygiene.

Intelligent 3D packing using a grouping algorithm for automotive container engineering

  • Joung, Youn-Kyoung;Noh, Sang Do
    • Journal of Computational Design and Engineering
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    • 제1권2호
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    • pp.140-151
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    • 2014
  • Storing, and the loading and unloading of materials at production sites in the manufacturing sector for mass production is a critical problem that affects various aspects: the layout of the factory, line-side space, logistics, workers' work paths and ease of work, automatic procurement of components, and transfer and supply. Traditionally, the nesting problem has been an issue to improve the efficiency of raw materials; further, research into mainly 2D optimization has progressed. Also, recently, research into the expanded usage of 3D models to implement packing optimization has been actively carried out. Nevertheless, packing algorithms using 3D models are not widely used in practice, due to the large decrease in efficiency, owing to the complexity and excessive computational time. In this paper, the problem of efficiently loading and unloading freeform 3D objects into a given container has been solved, by considering the 3D form, ease of loading and unloading, and packing density. For this reason, a Group Packing Approach for workers has been developed, by using analyzed truck packing work patterns and Group Technology, which is to enhance the efficiency of storage in the manufacturing sector. Also, an algorithm for 3D packing has been developed, and implemented in a commercial 3D CAD modeling system. The 3D packing method consists of a grouping algorithm, a sequencing algorithm, an orientating algorithm, and a loading algorithm. These algorithms concern the respective aspects: the packing order, orientation decisions of parts, collision checking among parts and processing, position decisions of parts, efficiency verification, and loading and unloading simulation. Storage optimization and examination of the ease of loading and unloading are possible, and various kinds of engineering analysis, such as work performance analysis, are facilitated through the intelligent 3D packing method developed in this paper, by using the results of the 3D model.

디지털 드로잉 기법과 특수 분장을 활용한 3D 아트메이크업 디자인 프로세스 (3D Art Make Up Design Process utilizing Digital Drawing Technique and Special Make Up)

  • 신원선;신세영
    • 패션비즈니스
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    • 제15권2호
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    • pp.131-144
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    • 2011
  • The purpose of this study is to propose 3D art make-up design process by reproducing real objects through preliminary digital drawing with Photoshop (Photo Shop CS4.0, Adobe, USA) and using special make-up that has never been done previously, and produce creative problem solving plan to make concrete expanding thoughts and ideas. As for this study method, this study was composed of preliminary study, literature study by book examination and positive study on design process that performed preparatory work and reproduced real objects. Real case study by art make-up design process can improve effective design expressing ability by utilizing special make-up, diversify techniques, extend expression areas by materials, and create unique design. In addition, preliminary work by digital drawing, a process to predict real object work in advance, could reduce time and cost while improving work skill for work production, raise design accuracy and make easy the modification of idea. This study is anticipated to activate digital make-up by various digital techniques including Photoshop.

3차원 사면안정해석법의 유효성 평가 (The Evaluation of 3-D Slope Stability Analysis)

  • 최영준;이수헌;황승현;안준상;사토 유지
    • 한국지반공학회:학술대회논문집
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    • 한국지반공학회 2009년도 춘계 학술발표회
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    • pp.411-418
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    • 2009
  • So far the Limit Equilibrium Method has been widely used by way of 2-D slope stability analysis for the evaluation of land slides and slope failures. However recently the evaluation of 3-D slope stability analysis has been comparatively possible owing to the developments of obtaining the terrain data and geological data and of 3-D slope stability analysis softwares. In Japan the evaluation of the 3-D slope stability analysis has been necessary for the stability analysis of the tunnel mouth. In this study we inspected the economic effects introducing the 3-D slope stability analysis for larger scale landslides and slope failures. In case of 3-D slope stability analysis of landslides we acquired the results that we reduce the cost of the countermeasure work of pile work by 40% comparing the 2-D slope stability analysis. Moreover in case of the stability analysis of slope failures we figured out the results that we reduce the cost of the countermeasure work of anchor works by 20%. Furthermore we proved that 3-D slope stability analysis is effective for the stability analysis of tunnel mouths around the sides of landslides and large scale embankment which we could have not evaluated by conventional 2-D section stability analysis.

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3차원 가상착의 시뮬레이션을 이용한 20~50대 연령별 남성 작업복 점퍼 패턴 설계 및 외관평가 (Men's Work Clothes Jumper Pattern-making and Its Appearance Evaluation through 3-D Clothing Simulation)

  • 박진아;이우경
    • 패션비즈니스
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    • 제16권1호
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    • pp.103-120
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    • 2012
  • The study aimed to evaluate the appearance of the men's work clothes jumpers developed to suggest the prototype work clothes jumper patterns by using the 3-D clothing simulation technology. The 3-D simulated clothing images considered the upper body features of men in the age range between 20 and 59 in South Korea. A questionnaire survey conducted previously suggested a basic jumper style with shirt collar and snap opening cuffs for the heavy industry workers; and discomforting parts of the work clothes jumper of the subject workers have been referred to for the experimental jumper appearance test. Besides, defining the measurements of men's upper bodies enabled to generate the men's 3-D virtual models representing each age group's average body feature. The significant body measurement factors for men's 3-D body modeling and jumper pattern-making were stature for the height factor; chest, waist and hip circumferences for the circumference factor; waist back, hip and arm lengths and interscye front/back for the length factor; and back neck breadth for the breadth factor and armscye and scye depths for the depth factor. The men's body measurements of 30's were implemented to three experimental jumper pattern-making methods, i.e. the 1st method using the relations based on stature and chest circumference; the 2nd method using the direct body measurements; and the 3rd method adopting the maximum ease amount of given body measurements whether relations or direct measurements except the direct measurement of scye depth. A comparison among the three experimental jumpers' simulated images highlighted that the appropriate ease amount of the jumper gained higher scores in terms of the jumpers' front, side, back and sleeve parts and the total silhouettes. Therefore the 3rd experimental jumper was finally selected for the heavy industry workers.

Nutrient Requirements of Exercising Swamp Buffalo, Bubalus bubalis, from Materials Balance and In Vivo Body Composition by the Body Density Method. I. Aspects of Energy and Protein Metabolism in Working Cows

  • Mahardika, IG.;Sastradipradja, D.;Sutardi, T.;Sumadi, IK.
    • Asian-Australasian Journal of Animal Sciences
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    • 제13권5호
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    • pp.605-612
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    • 2000
  • Four young swamp buffalo cows of similar age ranging in weight between 280 to 380 kg and trained to do physical work were used in a study to determine energy and protein requirements for draught using a $4{\times}4$ Latin square designed experiment. The experiment consisted of field trials employing 4 levels of work load, e.g. no work as control, and loads amounting 450 to 500 Newton (N) pulled continuously for 1, 2 and 3 h daily for 14 consecutive days. Cows were fed king grass (Penisetum purpuroides) ad libitum and were subjected to materials balance trials. Body composition was estimated in vivo by the body density method and daily energy expenditure (EE) was calculated from ME minus retained energy (RE). The results show that EE while not working ($EE_{resting}$) was $0.42kgW^{0.75}MJ/d$ and maintenance ME ($ME_m$) was $0.37kgW^{0.75}MJ/d$. ME requirement increased to 1.65 times maintenance for the work of 3 hours. The energy expended for doing exercise ($E_{exercise}$) was 9.56, 20.0 and 25.86 MJ/cow for treatments 1, 2 and 3 II, respectively. Fat retention was absent in all groups of working cows, but protein retention was only negative for cows undertaking 3 h work. The relationship between $E_{exercise}$ (MJ), work load (F, kN), work duration (t, h) and body mass (W, kg) was found to be: $E_{exercise}=(0.003F^{1.43}t^{0.93})/W^{0.09}MJ$. The maintenance requirement for digestible protein was $2.51kgW^{0.75}g/d$, whereas digestible protein for growth ($DP_{growth}$) and for work ($DP_{work}$) followed the equations: $DP_{growth}=[(258+1.25W^{0.75}){\Delta}Wkg/d]g$ and $DP_{work}=[12.59e^{0.95t}]g$, respectively The coefficients a, b and c for the calculation of $E_{exercise}$ components according to the Lawrence equation were found to be 2.56 J/kgW.m, 5.2 J/kg load carried.m and 0.29, respectively, thus efficiencies to convert ME into work were 0, 16.09, 27.3 and 32.44% for control, 1, 2 and 3 h/d work, respectively. ME and DP requirements for a 250 to 400 kg working buffalo cow allowing to growth up to 0.5 kg/d are presented.

언리얼 라이브 링크를 이용한 3D애니메이션 제작 공정의 효율성 분석 연구 (The Study on Efficiency Analysis of 3D Animation Production Process Using Unreal Live Link for Autodesk Maya)

  • 권종산;김시민
    • 산업융합연구
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    • 제21권9호
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    • pp.11-21
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    • 2023
  • 그동안 CG제작공정의 효율성을 향상시키기 위한 많은 연구가 있었지만, 작업 중간에 결과물의 확인이 어렵고 렌더링 타임에 많은 시간이 소요된다는 문제점을 극복하기는 쉽지 않았다. 그러나 최근 실시간으로 결과물의 확인이 가능한 언리얼 라이브 링크의 활용 가능성이 커지면서 제작공정의 효율성 향상에 대한 기대감이 높아지고 있다. 이에 이 연구에서는 언리얼 라이브 링크를 이용한 3D 애니메이션 제작공정의 효율성을 분석하였다. 이를 위해 마야로 모델링, 리깅, 애니메이션, 레이아웃 작업을 하고 언리얼 라이브 링크를 통해 언리얼 엔진에서 최종 아웃풋 이미지 시퀀스를 도출하는 방식으로 3D 애니메이션을 제작하였다. 그리고 3D 소프트웨어 자체에서 최종 아웃풋 이미지 시퀀스를 을 도출하는 기존의 제작공정과 본 제작공정의 차이점을 비교 분석하였다. 분석 결과 전통적인 3D 애니메이션의 제작공정과 달리 높은 퀄리티의 최종결과물을 보여주는 뷰포트 화면을 통해 작업을 진행함으로써 실시간으로 최종 작업 결과물을 확인하는 것이 가능하였으며, 실시간 화면 캡쳐를 통해 최종결과물을 도출함으로써 작업의 효율성이 극대화되는 것을 알 수 있었다. 최근 3D 애니메이션과 영화 산업현장에서 게임 엔진을 활용하는 사례가 점차 늘고 있는데, 언리얼 라이브 링크를 활용할 경우 작업의 효율성이 매우 극대화될 것으로 예상된다.

A Study on 3D Virtual Clothing Fashion Design Applying Frank Stella Painting

  • Yeonji Lee;Sohee Um
    • 패션비즈니스
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    • 제27권6호
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    • pp.1-17
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    • 2023
  • This study aimed to develop a modern textile design based on the formability of Frank Stella's paintings and to develop and present a fashion design that combines modern sensibility as a 3D virtual clothing program. The formative characteristics of Frank Stella's work were 'unity due to regular stripes', 'asymmetry due to geometric surface division', and 'decorabilitydue to colorful use'. Based on this, costume patterns and textiles based on Frank Stella's paintings were developed and six 3D virtual fashion design works were produced. The conclusion was as follows. First, it was confirmed that Frank Stella's work has a very wide range of applications to fashion products as abstract expression and minimal simplicity coexist visually. Second, various colors and forms of Frank Stella's paintings could be developed using textiles with visual formability, and originality as a fashion work applied with paintings could be maximized. Third, the development of 3D fashion using virtual programs had the ease of time efficiency, cost reduction, and spatiotemporal expansion of work processing compared to the actual costume production process. In addition, the simulation of 3D virtual wear made it easy to modify and recover the position of the textile to be applied to the costume and create a new design in the process of transforming the position of various textiles. It is expected that this study results will be used as basic data for the future conversion content industry in the painting and fashion industries.

3D입체영상 콘텐츠의 제작방법에 따른 2차적 저작권 성립 여부와 귀속에 관한 연구 (The establishment of the secondary copyright according to the production method of the 3D stereoscopic video content and the attribution)

  • 이성길;김광호;김준기
    • 디지털콘텐츠학회 논문지
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    • 제15권2호
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    • pp.237-250
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    • 2014
  • 본고에서는 연구문제로 (1) 2D 영상물을 바탕으로 3D 입체영상저작물을 제작할 때, 제작된 방법에 따라 저작된 3D의 영상 저작물이 2D 영상 저작물과는 별도로 2차적 저작물로서 저작권을 인정받을 수 있을지에 대하여 논의 하였다. (2) 또한 3D 입체영상 저작물이 2차적 저작물로서 인정될 경우 저작권의 귀속과 2차적 저작물 작성권의 귀속에 관해 알아보았다. 현재의 저작권법에서 3D 입체영상저작물이 2차적 저작물로서 저작권을 인정받기 위해서는 2D 영상물을 바탕으로 제작자의 '창작성'이 가미될 수 있는 컴퓨터 그래픽을 이용한 3D 변환 작업을 통해 제작된 3D 입체 영상물의 경우만 2차적 저작물로서 인정받을 수 있을 것이다. 또한 현재의 저작권법에서는 이미 한 방송사에서 방송된 2D 영상 저작물을 제3의 방송사에 3D 입체 영상물로 납품하였다면, 저작권의 귀속이 최초 제작사에 있다고 하여도 영상물의 '이용허락'의 범위를 계약으로 설정하지 않는 한 '침해' 혹은 '불법 사용'의 결론에 도달할 것으로 보여 진다. 이는 3D 입체영상물이 2D의 영상물과 별개로 2차적 저작물로서 인정을 받을 수 있다면 저작권의 귀속 문제가 달라질 수 있다.

3차원 그래픽 모델에 근거한 자동화 장비의 설계 및 조종 (3-D Graphical Model-Based Design and Control of Automated Equipment)

  • 서종원;칼하스
    • 한국건설관리학회:학술대회논문집
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    • 한국건설관리학회 2002년도 학술대회지
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    • pp.188-191
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    • 2002
  • This paper concerns 3-D graphical modeling and simulation techniques for design and control of automated equipment for construction and facility maintenance. A case study on the use of 3-D graphics techniques for developing a power plant maintenance robot is presented. By simulating equipment operation within the 3-D geometry models of the work environment the environment design was improved. The 3-D graphical models of the equipment and the work environment were further utilized for the control of the robot from a remote distance. By presenting the real-time updated equipment configuration and the work environment to the operator, the graphical model-based equipment control system helped the operator overcome the problems associated with spatial perception. The collision between the robot and the plant structures was also avoided based the real-time analysis of the dynamically updated graphical models.

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