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The Influence of Accommodation on Watching Home 3D TV at Close Distance (가정용 3D TV의 근거리 시청이 조절기능에 미치는 영향)

  • Kim, Jung-Ho;Hwang, Hae-Young;Kang, Ji-Hun;Yu, Dong-Sik;Kim, Jae-Do;Son, Jeong-Sik
    • Journal of Korean Ophthalmic Optics Society
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    • v.18 no.2
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    • pp.157-163
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    • 2013
  • Purpose: This study was investigated weather watching 2D and 3D images effecting on accommodative function (AF), and differences between changes of AF by 2D and 3D. Methods: 50 subjects (male 30, female 20) aged 20's to 40's years old ($22.9{\pm}3.93$ years) who are available to watching 3D images were participated for this study. Accommodative amplitude (AA) by near point of accommodation (NPA), accommodative response (AR), positive and negative relative accommodation (PRA, NRA), accommodative facility (AF) were measured before, after watching 2D and 3D images at 1 m distance for 30 minutes respectively. Results: Accommodative amplitude after both watching 2D and 3D images decreased comparing to before watching images, and AA after watching 3D images was significantly lower than after watching 2D images. AR after both watching 2D and 3D images increased comparing to before watching images, but there was no difference between 2D and 3D. PRA and NRA were not significantly different between before, after watching 2D and 3D images. Accommodation speed by AF was increased for before watching ($13.52{\pm}3.32$ cpm) following by for after watching 2D images ($14.28{\pm}3.21$ cpm) and for watching 3D images ($14.90{\pm}3.27$ cpm). Conclusions: Watching images at close distance is effect to accommodation functions, and sequence of AA decrease of before watching images following by after watching 2D images and after watching 3D images may effect to asthenopia with same sequence as AA decrease. The results of increase of AF after watching images, specially 3D images show a possibility of vision therapy and further detail VT studies using 3D images are required in the future.

Priority Analysis of Factors for Activating 3D Contents lndustry Using AHP(Analytic Hierarchy Process) (계층적 분석 방법을 활용한 3D콘텐츠 활성화 요인 중요도 분석)

  • Lee, Chang-Hyung;Park, Chang-Mook;Kim, Kwang-Ho
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.401-410
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    • 2013
  • A big success of the 3D film 'Avatar' in 2009 opened a full-fledged 3D movie era. A new industrial possibility of 3D contents was predicted in Korea and then the support for 3D contents production took placed via various media platforms. Korean government also announced the new development policies with a focus on 3D content. However, the 3D content industry has not been activated. Therefore, in this study by applying AHP(Analytic Hierarchy Process) method we tried to grasp the reason of the deactivation of 3D content industry through analyzing the relative importance rate of three research factors(content aspects, technical aspects, and policy aspects) that were mainly considered to activate the industry. The results of this study showed that the relative importance rate of content aspects was higher than that of technical aspects and policy aspects. It means the lack of 3D contents is one of main reason causing the delay of 3D industrial activation. And it also showed that the relief of human factors such as visual fatigue evaluated as a sub-factors of technical aspects are challenges to be solved soon..

Implementation of 3D Animation using 3D Graphic SW(Blender) based on STL Files (3D 그래픽 SW(Blender)를 활용한 STL파일 기반의 3D 애니메이션 제작)

  • Kim, Jong-Jin;Kim, Jong-Seong
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.710-721
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    • 2018
  • In this study, we have suggested a method to create 3D animation based on STL files which are easily available on the internet using Blender, which is one of the most popular open-source 3D modeling SW. And the procedure of making 3D animation using STL file was compared with those for OBJ or FBX files as well. Contrary to OBJ and FBX, STL files do not contain information regarding hierarchy, material and texture which are very important in making 3D animation. Especially the absence of hierarchy may cause serious problems in rigging, which involves movement of unwanted parts of 3D object during rigging process. It is demonstrated that the weight painting feature of Blender could be a solution to tackle the faulty rigging due to attributes of STL files. The effect of the sampling frequency and the resolution on the rendering time is also investigated with respect to the 3D mantis animation. It is also seen that insect models by 3D printer could be used as a new type of pedagogical material in the elementary science education.

Visual textuality of stereoscopic 3D animation (3D 입체 애니메이션의 영상 특징에 대한 연구)

  • Jeon, Gyong-Ran
    • Cartoon and Animation Studies
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    • s.20
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    • pp.31-45
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    • 2010
  • Stereoscopic 3D animation contents are in the rise as a key part of contents market. Major animation studios are planning to produce 3D animations in a stereoscopic process. This study aims at understanding the visual textuality of 3D animation contents at its early stage. To understand 3D animation, , are analyzed. Stereoscopic 3D animations are exploring the new visual aesthetics using the specific storytelling, sequence ordering, camera working, shot size and camera angles etc. Based on these visual textualities, stereoscopic 3D animations are constructing telepresence, multi-senses of individual spectators. Stereoscopic 3D animations have formed their own aesthetics and cultural meanings in the digital age.

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A Qualitative Study on 3D Designer Jobs in Fashion Vendors (의류수출업체의 3D 디자이너 직무에 대한 질적 연구)

  • Choi, Younglim
    • Fashion & Textile Research Journal
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    • v.23 no.4
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    • pp.504-514
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    • 2021
  • This study attempted to extract and structure the job skills required for 3D designers, which have been recently introduced to the fashion industry. The study aimed to materialize and objectify the 3D designer's job, using a focus group interview for the survey. The 3D designer has the TD task of making 3D virtual samples using the pattern files developed in Pattern CAD. Graphic design and fabric digitization are also major tasks for the 3D designer. CLO is mainly used for 3D virtual sample production, and PixPlant, Substance, Photoshop, Cinema 4D, Daz studio, and 3ds MAX are used for image and avatar editing. As per the job skills required for 3D design work, basic knowledge about patterns and sewing, skill in 3D virtual clothing technology, ability to use various software, and English skills were considered important, in that order. In particular, the need for knowledge about patterns and sewing became more important than the skill in 3D virtual clothing technology itself. To train 3D designers, it was found that not only 3D virtual clothing software, but also education on patterns and clothing construction, CAD developer's curriculum certification system, and 3D designer qualification management were required. In addition, 3D designers are recognized as an essential job in fashion vendors, and the demand for domestic brands is increasing. The biggest limitation of the 3D virtual clothing system is the perfection of the digital fabric. Also, technical improvement is needed.

A study on convergence of 2D and 3D animation : Focused on character and expression technique (2D 애니메이션과 3D 애니메이션의 융합: 캐릭터와 제작 기법을 중심으로)

  • Kim, Min-Jung;Kwak, No-Jun
    • Cartoon and Animation Studies
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    • s.48
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    • pp.45-67
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    • 2017
  • Many of the modern animations have 3D technology, and as time goes by, their production technology becomes more diverse and sophisticated. When John Alan Lasseter insisted on studying CG animation technology, he might have taken our jobs to the computer in the near future, as many people were worried about. It may be premature to worry that an unstable future may become a reality at this point, but I do not think there will be any difference in the fact that many animations are being produced using 3D technology. Since the Toy Story was screened in 1995, the 3D animation production technology has started to develop rapidly and now it has been elaborately developed so that it can not distinguish the part where computer graphics technology is applied from the live film. On the other hand, Disney's 2D animation part falls into the decline path because the appearance of 3D animation was perceived as a new expression technique at that time, and the efficiency of the work process was superior to the 2D animation in addition to receiving the attention from the audience. Is it necessary to accept the retrogression of 2D animation technology, reflecting the environment of the animation industry that 3D animation production technology has become mainstream in the first 20 years since the first theatrical works appeared? Since 2D animation technology has a long history and is still attractive to the audience, it is not hard to find an attempt to combine 2D and 3D animation technology. In this paper, I want to study 2D hand - drawn character in 3D animation. Through this, it is hoped that animation convergence technology will be applied more actively in the future.

Differences in Driver's Longitudinal Vehicle Control, Subjective Fatigue, and Perceived Fidelity in 2D and 3D Display Driving Simulation (2D와 3D 디스플레이로 구현된 운전 시뮬레이션에서 운전자의 종적 차량통제 수행, 주관적 피로감 및 지각된 현실감의 차이)

  • Park, Dong-Jin;Lee, Jaesik
    • Science of Emotion and Sensibility
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    • v.17 no.4
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    • pp.3-18
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    • 2014
  • In this study, drivers' longitudinal car control, subjective fatigue, and perceived fidelity were compared between 2D and 3D display driving simulation. The results can be summarized as followings. First, in all target speed conditions, the drivers tended to drove faster in 2D display condition than 3D display condition. Second, speed deviation from target speed increased as target speed decreased. Third, distances between the lead vehicle and the driver's vehicle were significantly reduced in the 3D display condition when the speeds of the lead vehicle were relatively fast(i. e., over 80km/h). Fourth, although the perceived fidelity was not significantly different between the two display conditions, subjective fatigue was higher in the 3D display condition than in the 2D display condition.

Preservation Direction of Cultural Heritage Three-Dimensional (3D) Digital Records (문화유산 3차원(3D) 디지털 기록의 보존방향)

  • Ann, AhYoung
    • Proceedings of Korean Society of Archives and Records Management
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    • 2019.05a
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    • pp.43-47
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    • 2019
  • In the field of cultural heritage, for the purpose of its preservation and restoration, cultural heritage has been recorded using three-dimensional (3D) digital technology. However, these 3D digital records are a large-scale digital record produced through complicated steps from point cloud data acquisition to 3D model production, and long-term preservation problems cannot be avoided. With international discussions are ongoing, this study looks into the preservation direction of the cultural heritage 3D digital records based on precedent research and case analysis.

3D dress modeling and Its 2D pattern development to activate the use of 3D virtual design process (가상 의복 제작 프로세스 활성화를 위한 드레스의 모델링과 정밀 패턴의 설계 및 검증)

  • Lee, Ji-Young;Hong, Kyung-Hi
    • Science of Emotion and Sensibility
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    • v.14 no.1
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    • pp.39-48
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    • 2011
  • There still is a limitation in the usage of 3D clothes model in the production line due to the lack of compatibility between 3D modeling software, and its accurate 2D pattern making software, especially for free formed dress with tight fitted zone and draped part. In this study, obstacles in the 3D direct dress design process was overcome by solving the compatibility among each step of 3D virtual design process as well as adopting 3D-2D direct pattern development program called 2C-AN. Efficacy of making 2D pattern from 3D dress design using 2C-AN program developed by the authors was examined during the course of actual dress making process. Accurate ease over the fitted dress part was examined by 3D scanning technology, and the actual appearance of the draped part was compared with the simulation image of dress model. It was confirmed that the entire 3D design process and direct 2D pattern development proposed in this study was accurate enough to use in the 3D design process.

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Application of the 3D CAD Model Data for 4D Simulation and Quantity Estimation (4D 시뮬레이션 및 일정별 물량정보검색을 위한 3D 모델 정보 활용)

  • Lee Jae-Cheol
    • Korean Journal of Construction Engineering and Management
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    • v.5 no.4 s.20
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    • pp.107-114
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    • 2004
  • This paper represents the application of the 3D CAD Model data for 4D simulation and quantity estimation. These support the effective and practical use of 4D CAD model. By using and manipulating the 3D CAD model information, scheduling and quantity estimation could be developed more quickly and effectively. So the 3D CAD model information is made use of not only drawing a blueprint but also playing an important part of data integration platform. The scheduling module sets up the schedule generation logic that consists of period, priority of element arrangement, and time lag of floor placement. It sorts the working items as a priority of working process. And the quantity estimation module queries the material quantity of the structural elements according to the scheduling conditions. These two modules are developed using the 3D CAD model information and assist the function of 4D CAD model.