• Title/Summary/Keyword: Design Sketch

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A Research about optimum design of the walking robot using Jansen mechanism (얀센 메커니즘을 이용한 보행로봇의 최적설계에 관한 연구)

  • YONGZHU, JIN;Chi, Hyoung Geun
    • Proceeding of EDISON Challenge
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    • 2016.03a
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    • pp.384-388
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    • 2016
  • This paper proposed a m.Sketch to search the optimal link lengths for a legged walking robot. In order to apply the m.Sketch for the proposed, set the design parameters of the constraints and use the m.Skecth to get optimal GL(Groud Length) and GAC(Ground Angle Coefficient). The legged robot designed based on four-bar linkage theory and Theo Jansen mechanism. The stride length of the legged walking robot was defined based on the proposed kinematic analysis. Use the Edison Design m.Sketch simulate and find the optimal link length having the best of the Ground Length (GL) and Ground Angle Coefficient(GAC). And use these length implemented the Theo Jansen mechanism both in Science box parts and acrylic. In addition to the further expansion of the legs to reach the goaltranslating heavy objects or person.

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walking mechanism design based on Jansen mechanism for moving slope/ obstacle/ special surface (경사/ 장애물/ 특수 표면을 이동할 수 있는 얀센 매커니즘 기반의 보행기구 설계)

  • Kim, So Won;Park, Young Cheol;Jeon, Eun Seo
    • Proceeding of EDISON Challenge
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    • 2016.03a
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    • pp.463-466
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    • 2016
  • This study has designed a walking mechanism that is able to pass by a variety of environments, such as slope, obstructions, special surface in there, the mechanism suggested by Janssen has shown an ideal bridge structure made of 11 joints. V in the study, these programs are use that is m-sketch, m-designer, Janssen mechanism optimization solver for the optimum design of m-sketch, 3D component reflecting the given strip dimension is used because there is a limit in the given. As a result, a stable mechanism for walking could be implemented.

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2D Sketch Based Query Interface with Coarse Filter for 3D Shape Matching

  • Lee, Jae-Ho;Park, Joon-Young
    • International Journal of CAD/CAM
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    • v.7 no.1
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    • pp.113-120
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    • 2007
  • Sketch based query plays an important role in shape matching for 3D shape retrieval system. Some researchers suggest the sketch based query interfaces. It is more effective to capture the needs of users rather than query by example. In this paper, we propose a new 2D sketch based query interface with coarse filters for shape matching. Coarse filtering enables to eliminate unfavorable shapes from shapes in DB. For the purpose of coarse filtering, we use two filters with the topological and geometric patterns. For the validity of our method, we show the experimental results.

A Lightweight Deep Learning Model for Text Detection in Fashion Design Sketch Images for Digital Transformation

  • Ju-Seok Shin;Hyun-Woo Kang
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.10
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    • pp.17-25
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    • 2023
  • In this paper, we propose a lightweight deep learning architecture tailored for efficient text detection in fashion design sketch images. Given the increasing prominence of Digital Transformation in the fashion industry, there is a growing emphasis on harnessing digital tools for creating fashion design sketches. As digitization becomes more pervasive in the fashion design process, the initial stages of text detection and recognition take on pivotal roles. In this study, a lightweight network was designed by building upon existing text detection deep learning models, taking into consideration the unique characteristics of apparel design drawings. Additionally, a separately collected dataset of apparel design drawings was added to train the deep learning model. Experimental results underscore the superior performance of our proposed deep learning model, outperforming existing text detection models by approximately 20% when applied to fashion design sketch images. As a result, this paper is expected to contribute to the Digital Transformation in the field of clothing design by means of research on optimizing deep learning models and detecting specialized text information.

Design of Flight Learning System Using Sketch-based Interface (스케치 인터페이스를 이용한 항공기동 학습 시스템 개발)

  • Kim, Sang-Jin;Park, Tae-Jin;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.771-779
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    • 2010
  • Sketch-based interface is used more and more in developing animation contents. Particularly, there has been a system where the user's sketch inputs are interpreted and presented as live motions. In this study¸ it is to design an animated flight learning system using sketch-based interface. Most of the flights include movements in three-dimensional space and have unique and complex flight patterns. In other words, the actual flight movements not only include acceleration and deceleration, rising and falling, straight or circular flying, but also may include combinations of two or more movements as they simultaneously occur such as accelerating while falling, or slowing down while rising, and so forth. And, currently existing flight learning animation system cannot present such complex flight patterns to the pilots of aircrafts or to those personnel for air-traffic controllers. Hence, it is to be shown in this study that unit-path sketch animation method can support quicker ways to create animations to present those complex flight movements, and requires lesser inputs compared to the existing frame-based animation method. Also, the flight learning system suggested uses the flight-route realization tasks to reflect complex flight patterns, and therefore creates animations close to real as possible.

Design of a Online Digital Storytelling System Making a Cartoon Sketch into a Motion Picture (만화적 스케치의 동영상화를 이용한 온라인 디지털 스토리텔링 시스템 설계)

  • 남양희;이상곤
    • Journal of Korea Multimedia Society
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    • v.5 no.4
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    • pp.434-440
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    • 2002
  • This paper proposes a digital storytelling system that employs a method of making users simple online sketch being animated in 3D. To help users focus on their story development, our proposed system gives sketch guidelines providing 3D scene structure, and publishes final results as animated scenes with story text across time. This system is based on the web and the authoring process can also be shared with others.

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A hybrid approach for character modeling using geometric primitives and shape-from-shading algorithm

  • Kazmin, Ismail Khalid;You, Lihua;Zhang, Jian Jun
    • Journal of Computational Design and Engineering
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    • v.3 no.2
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    • pp.121-131
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    • 2016
  • Organic modeling of 3D characters is a challenging task when it comes to correctly modeling the anatomy of the human body. Most sketch based modeling tools available today for modeling organic models (humans, animals, creatures etc) are focused towards modeling base mesh models only and provide little or no support to add details to the base mesh. We propose a hybrid approach which combines geometrical primitives such as generalized cylinders and cube with Shape-from-Shading (SFS) algorithms to create plausible human character models from sketches. The results show that an artist can quickly create detailed character models from sketches by using this hybrid approach.

Development of educational software for beam loading analysis using pen-based user interfaces

  • Suh, Yong S.
    • Journal of Computational Design and Engineering
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    • v.1 no.1
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    • pp.67-77
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    • 2014
  • Most engineering software tools use typical menu-based user interfaces, and they may not be suitable for learning tools because the solution processes are hidden and students can only see the results. An educational tool for simple beam analyses is developed using a pen-based user interface with a computer so students can write and sketch by hand. The geometry of beam sections is sketched, and a shape matching technique is used to recognize the sketch. Various beam loads are added by sketching gestures or writing singularity functions. Students sketch the distributions of the loadings by sketching the graphs, and they are automatically checked and the system provides aids in grading the graphs. Students receive interactive graphical feedback for better learning experiences while they are working on solving the problems.

An Internet-based Hybrid Design Methodology for Collaborative Virtual Design Studio (인터넷 기반 가상 디자인 스튜디오에서 하이브리드 건축 협업 설계 방법론에 관한 연구)

  • 박재완;최진원
    • Korean Institute of Interior Design Journal
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    • no.40
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    • pp.158-164
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    • 2003
  • The rapid development of information technology has much influence on architectural design. Collaboration beyond time and space has been possible by networking the work environment and digital products. Thus, the virtual design studio on architectural design is getting more important than ever before. This research investigates a virtual design studio methodology for effective collaboration. The building design process and the communication model are studied and possible modes of design collaboration are defined. This paper proposes an internet-based Virtual Reality(VR) communication tool as well as new design methodology that we call the 'Hybrid Design Methodology'. We expect that this design methodology will dramatically increase design feedbacks, and thus results in better design alternatives. There are two issues involved in developing the collaborative virtual design studio: 1) an intuitive interface that presents collaborative relations, and 2) three-dimensional computer-mediated communication tool using sketch as a modeling method. Further research issues identified at the end of the research include developing algorithms that translate mapping images to polygons for the drafting phase in the design process.

A Study of the Measurement of Driver's Cognitive Map on Instrument Panel (운전자의 Instrument Panel에 대한 인지지도 측정에 관한 연구)

  • Yu, Seung-Dong;Park, Beom
    • Journal of the Ergonomics Society of Korea
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    • v.18 no.2
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    • pp.35-45
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    • 1999
  • Driver centered vehicle design is the important factor for driver's safety, product quality, and so on. Therefore, people has recently recognized the importance of driver centered vehicle design. Especially, in the focus of driver-vehicle interaction system, it is very important factor to ergonomic design of vehicle cockpit. In this study, Sketch Map method was used to measure of driver's cognitive map on IP(Instrument Panel) that is the basic factor to ergonomic design for vehicle cockpit. The compatibility of Sketch Map method was validated for the measurement of driver's cognitive map and then the accuracy between two groups was analyzed using Sketch Map method. Subjects were divided in two groups, the first group of subjects has their own vehicles and driver license, and the second group of subjects doesn't have own vehicle but has driver license. The result showed that for the case of the first group, the shape of IP in the cognitive map was influenced by IP of their each vehicle. However, for the case of the second group, it showed the difference between IP in the cognitive map and IP of experienced vehicle many times because they have been driving various type of vehicle. So, the shape of IP in the cognitive map was influenced by various type of IP.

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