• 제목/요약/키워드: Animations

검색결과 441건 처리시간 0.028초

실업계 고등학교용 자동차 전기회로 실습 시스템의 개발 (Development of Experimental System for Automotive Electrical Circuit in Technical High School)

  • 이용주;서영달
    • 한국자동차공학회논문집
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    • 제15권4호
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    • pp.154-160
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    • 2007
  • The experimental system, developed in this research, is a teaching material that trains and practices automobile electric circuit in technical high school. This system consists of a textbook, 15 kinds of instruments and 62 kinds of 'Flash' animations. Textbook includes automobile electric circuits and experimental process. Instruments have 23 kinds of drills. Its is composed of electrical relays, motors, switches, light bulbs, electrical lines and power unit so on. 'Flash' animation displays an electrical current flow on circuits actually. Both Dacum method and ISD skill have been conducted to analysis job and design syllabus. The experimental system have been implemented on technical high school class to evaluate its objectivity and effect. It is expected that this system can contribute to studying of car service.

중학교 기술ㆍ가정 교과서 주생활 단원 영역 분석

  • 이정규;김명자;모태화;박미정;박선영;조재순
    • 한국가정과교육학회지
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    • 제15권2호
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    • pp.35-54
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    • 2003
  • The purpose of this research is to analyze the contents of Housing in 10 TechnologyㆍHome Economics textbooks for the 9th graders published in 2003. The results found that contents of Housing area in the textbooks were strengthened in both of quantity and quality aspects. The structure and number of pages of the area were varied by the textbook. Even though Housing area was likely consisted of three main parts in nine books, the information beside literal explanation was showed by various ways such as tips, activities, figures, tables, animations, etc. There were wide variation in the contents of the information, too. This research hopefully would be used to facilitate for the teachers to expose the Housing contents in the ten books and stimulate to utilize the informations in the all textbooks as a source of teaching materials.

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컴퓨터게임을 위한 2D 충돌 감지 알고리즘 비교 분석에 관한 연구 (A Comparative study On 2D Collision Detection Algorithms For Computer Games)

  • 이영재
    • 한국게임학회 논문지
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    • 제1권1호
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    • pp.42-48
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    • 2001
  • Collision is a brief dynamic event consisting of the close approach of two or more objects or particles resulting in an abrupt change of momentum or exchange of energy because of interaction. Collisions play very important role in computer graphics, computer games and animations fields. Collisions can supply active interaction between cyberspace and real world and give much interests for making nice games so reasonable collision detection algorithms are needed. Collision detection algorithms should satisfy being fast and accuracy. In this paper, we survey the 2D collision detection algorithms between geometric models. We present several methods and system available for collision detection.

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인터넷 폰을 이용한 감성인식 시스템 구현 (Implementation of Emotion Recognition System using Internet Phone)

  • 권병헌;서범석
    • 디지털콘텐츠학회 논문지
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    • 제8권1호
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    • pp.35-40
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    • 2007
  • 본 논문에서는 감성 인식과 감성을 표현하는 캐릭터 애니메이션에 대한 내용을 소개한다. 본 논문에서 우리는 사용자의 감성을 표현하는 특성 파라미터를 찾는 방법과 패턴 매칭 알고리즘을 통해 감성을 추론하는 방법을 제안했다. 또한, 인터넷 폰에서 화자의 감성을 인식하여 캐릭터 애니메이션을 디스플레이하는 플랫폼을 구현하여 감성 인식 시스템의 성능을 실험하였다.

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메쉬 간략화를 이용한 3차원 얼굴모델링 (3D Face Modeling Using Mesh Simplification)

  • 이현철;허기택
    • 한국콘텐츠학회논문지
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    • 제3권4호
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    • pp.69-76
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    • 2003
  • 최근 컴퓨터 그래픽스 분야에서는 3차원 애니메이션에 대한 연구가 활발히 이루어지고 있다. 3차원 애니메이션에서 중요한 연구 분야 중 하나가 인간을 애니메이션 하는 것이다. 3차원 얼굴을 이용한 애니메이션 제작은 주로 애니메이터에 의해 수작업으로 해당 프레임별로 작업을 진행하므로 많은 노력과 시간, 해당 장비와 3D 소프트웨어를 필요로 했다. 본 논문에서는 정면 얼굴 이미지를 입력하여 쉽고 빠르게 특정얼굴에 근접한 3D 얼굴모델을 생성하는 방법을 구현하였다. 이를 위해 3D 일반모델의 메쉬 데이터를 간략화 하는 기법에 대해서 제안한다.

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Free Surface Oscillation in Sloshing Problem Predicted with ALE Method

  • Ushijima Satoru
    • 한국전산유체공학회:학술대회논문집
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    • 한국전산유체공학회 1999년도 춘계 학술대회논문집
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    • pp.11-22
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    • 1999
  • A numerical prediction method has been proposed to predict non-linear free surface oscillation in a three-dimensional container. The fluid motions are numerically predicted with Navier-Stokes equations discretized in a Lagrangian scheme with sufficient numerical accuracy. The profile of a free surface is precisely represented with three-dimensional body-fitted coordinates (BFC), which are regenerated in each computational step on the basis of the arbitrary Lagrangian-Eulerian (ALE) formulation. In order to confirm the reliability of the computational method, it was firstly applied to three-dimensional flows within complicated-shaped rigid boundaries, such as curved pipes and ducts. Than it was applied to benchmark computations related to free surface oscillations. Following these basic verifications, non-linear sloshings in a cylindrical tank and transitions from sloshing to swirling motions were numerically predicted. Throughout these computations, the applicability of the present computational method has been confirmed and some of the predicted free surface motions were visualized as sequential images and animations to understand their dynamic futures.

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A Study of Visual Programming Environment for NPE(Novice Programming Environment)

  • Kim, Ji-Wan;Seo, Hyun-Gon
    • 한국컴퓨터정보학회논문지
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    • 제20권11호
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    • pp.183-190
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    • 2015
  • This paper investigates the three main functions of a typical visual app programming environment for Novice Programming developers, and compares the features. The Scratch is a visual programming environment for education, anyone can create a story easy as possible variously interaction, games, animations and more. App inventor provides precise and professional application development capabilities as compared with scratch. App Inventor in runs independently of the computer platform, and has a feature that must be constantly connected to the server over the internet, while the Inventor app runs. M-Bizmaker is suitable for commercial application development, consists of m-BizBuilder, m-BizEngine, m-BizServer or the like, provides a cross-platform visual programming environment.

RICH INTERNET MATHEMATICAL SOLUTION SYSTEM

  • Song, Kee-Hong;Song, Tai-Sung
    • 한국수학교육학회지시리즈B:순수및응용수학
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    • 제14권2호
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    • pp.85-90
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    • 2007
  • Arguably the most important internet technology of today is RIA (rich internet application), whose prime advantage is in improving the user experience on the web. However, the scope and variety of the RIA technology demand an eclectic guideline to build the mathematical services such as mathematical text, graphs, and animations. This paper sorts out and simplifies the complicated roadmap of the RIA technologies by presenting three design patterns for exposing the functionality of the CAS (computer algebra system) with the web browser as the user interface platform.

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Enhanced FFD-AABB Collision Algorithm for Deformable Objects

  • Jeon, JaeHong;Choi, Min-Hyung;Hong, Min
    • Journal of Information Processing Systems
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    • 제8권4호
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    • pp.713-720
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    • 2012
  • Unlike FEM (Finite Element Method), which provides an accurate deformation of soft objects, FFD (Free Form Deformation) based methods have been widely used for a quick and responsive representation of deformable objects in real-time applications such as computer games, animations, or simulations. The FFD-AABB (Free Form Deformation Axis Aligned Bounding Box) algorithm was also suggested to address the collision handling problems between deformable objects at an interactive rate. This paper proposes an enhanced FFD-AABB algorithm to improve the frame rate of simulation by adding the bounding sphere based collision test between 3D deformable objects. We provide a comparative analysis with previous methods and the result of proposed method shows about an 85% performance improvement.

Power Electronics Open-Source Educational Platform

  • Pozo-Ruz, Ana;Aguilera, F. David Trujillo;Moron, M. Jose;Rivas, Ernesto
    • Journal of Power Electronics
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    • 제12권5호
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    • pp.842-850
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    • 2012
  • Learning Power Electronics is essential in both electrical and electronic engineering fields and the introductory courses are similar in many universities. Taking this premise into account, an educational computer-aided platform for power electronics will be presented in this paper. This educational platform includes an e-book, a set of power electronics animations, Java simulations, as well as several hands-on training sessions. The main advantages of this platform are twofold. First, all necessary teaching tools are combined on a single platform. And secondly, access to this platform is available free of charge and with no complicated registration requirements. In addition to traditional teaching techniques, the use of this platform has demonstrated an increase in student participation and has consistently improved their academic performance. Data consist of surveys, which guarantee both reliability and validity through psychometric techniques.