• 제목/요약/키워드: Digital Virtual Set

검색결과 58건 처리시간 0.021초

임상가를 위한 특집 2 - CAD/CAM 기술을 활용한 최신 교정치료 - 교정진단에서 간접부착술식까지 (Current Orthodontic Treatment using CAD/CAM technology: from orthodontic diagnosis to indirect bonding procedure)

  • 차정열
    • 대한치과의사협회지
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    • 제52권1호
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    • pp.17-26
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    • 2014
  • Computerized 3D virtual dental models are currently available, and their use has started to improve treatment outcomes. The accuracy of digital models has been demonstrated by many studies and various intra-oral scanners are innovated for short scanning time and high precision. Recently, a digital model was combined with a high technology computer-driven system, which was developed for the application of a digital set-up and indirect bonding of lingual attachments. In this section, virtual treatment planning using a virtual set-up program is be introduced, and the clinical applications and accuracy of computer-generated indirect bonding are discussed.

Following Path using Motion Parameters for Virtual Characters

  • Baek, Seong-Min;Jeong, Il-Kwon;Lee, In-Ho
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2003년도 ICCAS
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    • pp.1621-1624
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    • 2003
  • This paper presents a new method that generates a path that has no collision with the obstacles or the characters by using the three motion parameters, and automatically creates natural motions of characters that are confined to the path. Our method consists of three parameters: the joint information parameter, the behavior information parameter, and the environment information parameter. The joint information parameters are extracted from the joint angle data of the character and this information is used when creating a path following motion by finding the relation-function of the parameters on each joint. A user can set the behavior information parameter such as velocity, status, and preference and this information is used for creating different paths, motions, and collision avoidance patterns. A user can create the virtual environment such as road and obstacle, also. The environment is stored as environment information parameters to be used later in generating a path without collision. The path is generated using Hermit-curve and each control point is set at important places.

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디지털 기술을 이용한 선수술 악교정치료 (Application of CAD-CAM technology to surgery-first orthognathic approach)

  • 김윤지;길병규;류재준
    • 대한치과의사협회지
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    • 제56권11호
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    • pp.622-630
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    • 2018
  • For successful surgery-first approach, accurate prediction of skeletal and dental changes following orthognathic surgery is essential. With recent development of digital technology using computer-aided design/computer-aided manufacturing (CAD/CAM) technology, attempts to provide more predictable orthodontic/orthognathic treatment have been made through 3D virtual surgery and digital tooth setup. A clinical protocol for the surgery-first orthognathic approach using virtual surgery is proposed. A case of skeletal Class III patient with facial asymmetry treated by the surgery-first approach using digital setup and virtual surgery is presented. Advantages and limitations of applying CAD/CAM technology to orthognathic surgery are discussed.

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상호작용적인 웹기반 디지털 논리회로 가상실험실의 구현 (Implementation of An Interactive Web-based Virtual Laboratory For Digital Logic Circuits)

  • 김동식;서호준;서삼준
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2002년도 하계학술대회 논문집 D
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    • pp.2622-2624
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    • 2002
  • This paper presents a virtual laboratory system which can be creating efficiencies in the learning process. The proposed virtual laboratory system for digital logic circuits provides interactive learning environment under which the multimedia capabilities of world-wide web can be enhanced. The virtual laboratory system is implemented to describe the on-campus laboratory, the learners can obtain similar experimental data through it. The virtual laboratory system is composed of four important components: principle classroom simulation classroom, virtual experiment classroom and management system. The database connectivity is made by PHP and the virtual laboratory environment is set up slightly differently for each learner. Learning efficiencies as well as faculty productivity are increased in this innovative teaching and learning environment.

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보일러 분산제어 시스템 3차원 MMI 구현 (The Application of Boiler Digital Control System 3D MMI Using Virtual Real)

  • Oh, Young-Il;Kim, Eung-Seok
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 1999년도 하계학술대회 논문집 B
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    • pp.880-882
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    • 1999
  • Virtual Reality is a set of computer technologies which, when combined, provide an interface to a computer-generated world, and in particular, provide such a convincing interface that the user believes he is actually in a three dimensional computer-generated world. This computer generated world may be a model of a real-world object, such as a house; it might be an world that does not exist in a real sense but is understood by humans, such as a chemical molecule or a representation of a set of data; or it might be in a completely imaginary science fiction world. this paper describes the application of boiler digital control system MMI for power plant using virtual reality

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< 디지털 스토리텔링 기법을 활용한 TV 영상 제작 시뮬레이션에 관한 연구 > (< VR Simulation for TV Production Using Digital Storytelling >)

  • 김미연;최진원;장용준
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2006년도 학술대회 2부
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    • pp.518-523
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    • 2006
  • As digital broadcasting process and information compressing technologies developed, digital technologies have been used extensively in many visual media such as movies and TV programs, and it is required to develop a new process for 3 dimensional digital programs. The study attempts to develop a new digital video-producing process through pre-simulation using a digital storytelling method, in order to increase the quality of broadcasting, reducing the producing time and improve efficiency. This system, supposed to be used to produce actual broadcasting, includes all tools needed for broadcasting in the program, so users can select an appropriate set among the pre-made library, which saves time for making sets. Also, it offers a storyboard making function by perfectly representing the functions of a virtual camera, and enables users to make the better storyboard, checking the real time movies. In addition, it recognizes objects though avatars, organizes the appropriate set for these avatars to act, and embodies a variety of avatar movements through which it reaffirms the camera's position and organization, minimizing errors and saving time and budget.

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디지털공간의 현실공간의 '생성(becoming)'에 미치는 영향에 관한 연구 (A Study on the Influence of Digital Space on 'Becoming' Real Space)

  • 윤재은
    • 한국실내디자인학회논문집
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    • 제16권5호
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    • pp.126-133
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    • 2007
  • This study is intended to set the concept of becoming meaning of digital space through digital technology and to study the influence of digital space on becoming of real space through derived keyword. The results of this study are summarized as follows. First, the digital concept is created in the process that the virtual space is changed into the real space with a priority given to form, space and time. Digital expression concept and image concept the structural becoming, and idea concept and creative concept creates the time becoming. Second, the concept of digital becoming exposes a physical visibility through the digital's virtual image, and non-space spatiality through the space simulation. It also continuously reveals a consecutive time and non-consecutive time through a statable progress, incremental progress, and dynamic progress. Third, as the influence of digital on becoming of real space, the digital visibly not only expresses the new and difficult becoming problem through conceptual virtuality, but also can review the real space's space concept with virtuality in the digital non-area. Digital's durability expresses the new space's existence by physically combining with the existing space through the virtual form creation.

In-line 디지털 홀로그래피 현미경에서 쌍둥이 상 제거연구 (Twin-Image Elimination in In-line Digital Holography Microscope)

  • 조형준;유영훈
    • 한국광학회지
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    • 제18권2호
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    • pp.117-121
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    • 2007
  • In-line 디지털 홀로그래피가 가지고 있는 가장 근본적인 단점은 실상과 허상 그리고 영차 회절광이 공간적으로 분리 되지 않는 것이다. 본 연구에서는 영차 회절광은 소프트웨어를 이용하여 제거하고, 실상과 허상의 구분은 in-line 홀로그래피 현미경의 기하학적 배치를 이용하여 구분하였다. in-line 홀로그래피 현미경에서 허상의 크기는 대물렌즈와 홀로그램간의 거리에 의존한다. 본 연구에서는 허상의 크기가 대물렌즈의 후방 초점거리와 대물렌즈와 홀로그램 면까지의 거리가 일치할 때 최소가 되는 것을 알았으며, 이를 이용하여 실상과 허상을 구분하였다.

The Interactive Modeling Method of Virtual City Scene Based on Building Codes

  • Ding, Wei-long;Zhu, Xiao-jie;Xu, Bin;Xu, Yan;Chen, Kai;Wan, Zang-xin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제15권1호
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    • pp.74-89
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    • 2021
  • For higher-level requirements of urban planning and management and the recent development of "digital earth" and "digital city", it is urgent to establish protocols for the construction of three-dimensional digital city models. However, some problems still exist in the digital technology of the three-dimensional city model, such as insufficient precision of the three-dimensional model, not optimizing the scene and not considering the constraints of building codes. In view of those points, a method to interactively simulate a virtual city scene based on building codes is proposed in this paper. Firstly, some constraint functions are set up to restrict the models to adhere to the building codes, and an improved directional bounding box technique is utilized to solve the problem that geometric objects may intersect in a virtual city scene. The three-dimensional model invocation strategy is designed to convert two-dimensional layouts to a three-dimensional urban scene. A Leap Motion hardware device is used to interactively place the 3D models in a virtual scene. Finally, the design and construction of the three-dimensional scene are completed by using Unity3D. The experiment shows that this method can simulate urban virtual scenes that strictly adhere to building codes in a virtual scene of the city environment, but also provide information and decision-making functions for urban planning and management.

Photo-based Desktop Virtual Reality System Implemented on a Web-browser

  • Ohta, Masaya;Otani, Hiroki;Yamashita, Katsumi
    • IEIE Transactions on Smart Processing and Computing
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    • 제3권2호
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    • pp.88-95
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    • 2014
  • This paper proposes a novel desktop virtual reality system. Based on the position of the user's face, the proposed system selects the most appropriate image of an object from a set of photographs taken at various angles, and simply "pastes" it onto the display at the appropriate location and scale. Using this system, the users can intuitively feel the presence of the object.