• 제목/요약/키워드: Graphic Program

검색결과 551건 처리시간 0.027초

골프스윙 3분절 시스템의 Joint Torque의 산출 (A Calculation of Joint Torque for Triple Segmental System in Golf Swing)

  • 임정;황인승
    • 한국운동역학회지
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    • 제16권4호
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    • pp.105-113
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    • 2006
  • The purpose of this study was to analyze the joint torque of triple segmental system in golf driver swing. For this purpose, joint torque were calculated. In order to determine the load on the lumbar region, a triple segmental system was set for wrist, left shoulder and lumbar, torque working on the lumbar region were estimated. For this study, a total of 7 professional golfers were sampled, and then, their driver swings were recorded with two high-speed digital video cameras (180 frames/sec.) to be synthesized into 3-dimensional images and coordinated. Then, Eular's equation was used to produce some kinematic data, which were used to calculate joint torque with Newton's function. All data were calculated using LabVIEW 6.1 graphic program. The results of this study can be summarized as follows; It was found that the joint torque was generated in the direction opposite the target on wrist and shoulder during down swing, while in the direction towards the target on the lumbar region. During impact and release, the torque on the wrist joint was converted from the direction opposite the target to the direction towards the target, while the torque on the lumbar region was generated vice versa. The joints on the club-arm-shoulder were generated in the opposite direction at the beginning of down swing when the torque on the thorax-pelvis began to be generated, and then, the torque on the thorax-pelvis began to lower, while that on the club-arm-shoulder began to increase. Thus, a rapid decrease of the torque on the lumbar region linked to the low trunk acted to increase moment and joint torque on the arm-club region.

CoSlide 협업시스템을 지원하는 CoSpace 클라이언트의 원격 버전 관리 (Remote Versioning on the CoSpace Client for the CoSlide Collaborative System)

  • 박종문;이명준
    • 한국정보통신학회논문지
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    • 제14권1호
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    • pp.233-241
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    • 2010
  • CoSlide는 WebDAV 기반의 Jakarta Slide 서버를 확장한 협업시스템으로서 협업참여자들을 위하여 그룹작업장을 제공한다. CoSpace는 WebDAV프로토콜을 통하여 CoSlide 서버에서 다양한 협업저작 활동을 지원하는 클라이언트이며 협업참여자들 사이의 효과적인 상호작용을 지원하는 그래픽 사용자 인터페이스와 협업참여자들의 공유자원 관리기능을 제공한다. 하지만, 협업 수행에 있어서 공유자원의 동시 수정은 협업참여자들에 의해 생성된 수정본들 사이의 충돌을 발생할 수 있어, 프로젝트 진행에 심각한 문제를 야기한다. 본 논문에서는, 이러한 문제점을 해결하기 위한 CoSpace 클라이언트의 확장에 대하여 기술한다. 확장된 CoSpace는 협업참여자들이 서버 자원의 버전을 원격으로 관리할 수 있는 원격 버전 관리 기능을 지원한다. 또한, 프로그램 소스코드와 같은 텍스트 파일의 변경 사항을 확인 할 수 있도록, 확장된 클라이언트는 두 버전을 비교하여 차이점을 시각적으로 표현하며 작업장 전체에 대한 버전 관리 기능과 지정된 자원의 불필요한 버전을 일괄적으로 제거하는 기능도 함께 제공한다.

CT와 MRI 영상을 이용한 간담도계 간접볼륨렌더링 (Indirect Volume Rendering of Hepatobiliary System from CT and MRI Images)

  • 진계환;이태수
    • 한국방사선학회논문지
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    • 제1권2호
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    • pp.23-30
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    • 2007
  • 본 논문에서는 CT(Computed Tomography)와 MRI(Magnetic Resonance Imaging)을 이용하여 획득한 2차원의 복부영상을 영역분할, 문턱치법 등의 전처리과정을 거쳐 3차원영상을 생성하는 방법을 제시함으로써 가상내시경(Virtual Endoscopy)에 응용하고자 한다. 3차원영상 가시화 방법으로는 개인용 컴퓨터에서 이용되는 범용의 그래픽가속기를 이용하여 빠른 속도로 렌더링을 할 수 있는 장점을 가지는 표면볼륨기법을 이용하였다. 여기에 이용한 알고리즘은 계산량이적은 Marching Cubes 이다. 그리고 워크스테션이나 전용의 프로그램이 없더라도 웹 브라우저 상에서 실행되는 가상현실모델링언어(VRML, Virtual Reality Modeling Language)양식의 3차원 영상을 생성하는 방법을 제시한다. CT의 3차원 영상 파일의 노드 수와 삼각형 수 및 크기는 각각 85,367, 174,150, 10,124이었고, MRI의 3차원 영상 파일의 노드 수와 삼각형 수 및 크기는 각각 34,029, 67,824, 3,804이었다.

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선각 거어더의 최종 몇 잔류종강도 추정 시스템 재발 (Development of Longitudinal Ultimate and Residual Strength Estimation System for Hull Girder Structure)

  • 함주혁;김을년
    • 대한조선학회논문집
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    • 제32권3호
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    • pp.107-115
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    • 1995
  • 본 연구에서는 선체 구조설계자가 초기설계단계에서 선각거어더의 최종 또는 잔류 종강도를 쉽게 평가할 수 있는 시스템을 SUN4 워크스테이션의 Open-Window상에 구축하였다. 즉, 현재 기본적으로 이루어지고 있는 탄성 단면계수 계산을 위한 입력정보만을 사용하여 최종 종강도 계산이 가능하도록 하기 위하여 최종종강도를 평가할 수 있는 기존의 여러 방법들을 살펴보고, 실선과 모형 Box-Girder들의 수치해석 및 실험결과들에 적용하여 비교적 유용한 방법을 선정하였다. 선정된 식 및 조사된 몇가지 식을 선각 거어더의 탄성 또는 완전소성단면계수 계산과정과 연결하여 선체가 건전한 상태(Intact Condition) 혹은 좌초나 충돌등에 의하여 손상을 받았을 때(Damaged Condition)의 최종 또는 잔류강도를 계산할 수 있게 하였다. 또한 사용자의 편리를 위하여 이 흐름을 마우스버튼을 사용하는 화면운용체계하에서 작업이 이루어지도록 구성하였으며, 3차원 그래픽환경을 구축하여 종강도 구조부재의 만성 또는 완전소성 응력상태를 제시하게 하였다. 마지막으로 개발시스템은 여러 형태의 실제 건조선박(약 20척)에 적용하여 최종 종강도평가를 수행하고 그들 분포특성 및 구조가 취약한 선박등을 파악하였으며, 설계 종굽힘모우먼트에 대해 새깅 및 호깅상태 모두 평균적으로 약 2배가 되는 최종 종굽힘모우먼트를 가지고 있음을 확인하였다.

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HRI 엔터테인먼트 애완 로봇 (A Human-Robot Interaction Entertainment Pet Robot)

  • 이희진
    • 한국지능시스템학회논문지
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    • 제24권2호
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    • pp.179-185
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    • 2014
  • 본 논문은 인간과 상호작용하는 엔터테인먼트 4족 애완 로봇과 스마트폰에서 로봇 조종이 가능한 로봇제어기 및 로봇에서 제공하는 센서 정보들을 이용하여 컴퓨터에서 가정용 기기들을 제어하는 홈스마트제어시스템을 구현하기 위한 것으로 로봇은 20 자유도를 가지면서 Microsoft사의 키넥트 센서, 적외선거리 센서, 3축 모션 센서, 그래픽 LCD, 온습도 및 가스 센서로 구성되어 있다. 로봇의 엔터테인먼트 기능을 구현하기 위하여 보행 알고리즘, 키넥트 센서를 이용한 모션 및 음성인식 알고리즘, 감정표현을 위한 알고리즘을 제시하였으며 로봇을 조종할 수 있는 스마트폰 로봇제어 알고리즘 및 가정용 기기를 제어하는 홈스마트제어 알고리즘을 제안하였다. 본 논문에서 제안한 알고리즘들은 구현한 로봇과 컴퓨터 및 스마트폰에 적용하여 실험으로 검증하였다.

알코올 의존 제I형 및 II형 환자에서 검지-약지 길이 비의 차이 (The Difference of the $2^{nd}$ to $4^{th}$ Digit Length Ratio between Type I and Type II Alcoholism)

  • 한창우;이유상;함웅;원성두
    • 생물정신의학
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    • 제18권4호
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    • pp.260-266
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    • 2011
  • Objectives The second to fourth digit ratio (2D : 4D) is known to reflect testosterone level during intrauterine period. Testosterone is essential for masculinization of brain. Cloninger's type II alcoholism is characterized by early age at onset and largely limited to males. Compared with type I alcoholism, type II alcoholism is thought to be masculine. There is a possibility that the digit ratio of type II alcoholism is low compared with type I. We examined digit length ratio in Cloninger's type I and II alcoholism to understand the effects of intrauterine testosterone on the development of alcoholism. Methods The participants were 87 alcohol dependent patients. We divided two subtypes of patients by Irwin's symptom list, based on Cloninger's concept. We captured the images of both palms by the scanner and measured the lengths of digits by the graphic program. Then we analyzed the digit ratios by independent-sample t-test. Results The mean 2D : 4D of type I was 0.942 (right), 0.952 (left). The mean 2D : 4D of type II was 0.927 (right), 0.940 (left). In both hands, 2D : 4D of type II was significantly lower than type I. Conclusions Type II alcoholism showed masculine type of digit length ratio compared with type I. It suggests the exposure of testosterone during intrauterine period might play an important role in determining the course and feature of alcoholism.

디지털 시대의 의상 디자인 개발에 관한 연구 (A Study of Clothing Design in the Digital Age)

  • 배리사;이인성
    • 복식
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    • 제54권4호
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    • pp.63-74
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    • 2004
  • This study shows that clothes to be just the same as the real thing can be Produced through the third dimension computer graphics, and then presents that not only the area of fashion design can be expanded in the virtual reality field by doing the simulation of the fashion show, but also the information can be made the real time public ownership and the communication can be fulfilled smoothly. In this study, analyzing the third dimension computer graphic programs to be used much at present, Alias Wavefront Company's Maya software which was the most effective in the clothes simulation and the clothes CAD SGS OptiTex 8.7 which went well substitutive for it were used of them. The conclusions of this study that got through the work manufacture are as follows: The first, if the file manufacturing in the clothes CAD by using the computer was stored, the pattern used 3D simulation was available because it could be summoned in 3D software. The second, if the data of DXF form in Maya program was summoned, they could not be applied by Maya Cloth supported in Nurbs only because they were recognized as the DXF_layer. So the curve along the outer lines of the pattern was drawn and Maya Cloth was applied to be possible to get the natural silhouette of clothes. The third, when the clothes were manufactured by 3D, if the draping character was applied according to the textile special quality, not only the control of textile's thickness, weight, quality feeling, and silhouette was available, but also the clothes were available to graft the special textile materials. The fourth, the natural motion of model was produced by capturing the actual model's walking action In order to produce the fashion show motion and also the dynamic fashion show was available by the angle of camera, the establishment of lighting, and etc. in the final rendering. The clothes manufactured by 3D are available to change the design by changing the materials, or by adding the details, or by utilizing the special materials on clothes. Therefore, the trial and error following at the clothes manufacture can be reduced. But the elevation of the rendering speed, the price down, the strengthening of personal security, and etc. are required.

문화유산을 활용한 패션문화상품 디자인 - 유네스코 기록유산 직지를 중심으로 - (Fashion-Cultural Products Design Using Cultural Heritage - Focused on Jikji, Memory of the World of UNESCO -)

  • 김지영;오윤정
    • 복식
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    • 제62권7호
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    • pp.133-149
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    • 2012
  • Jikji, Memory of the World of UNESCO, the world's oldest extant movable metal print book, is a cultural heritage to give motivation for IT power of Korea. Although the cultural value of Jikji is understood in Korea, the value of cultural assets is not satisfactory and the commercialization is not sufficient. Furthermore, most Jikji product designs on the market are simple and limited mainly for the old generation. The purpose of this study is to design fashion-cultural products suitable for young people who will be responsible for this cultural inheritance. The methods of this study were to make the design development through literature research and a case study for Jikji products on the market. For developing the products suitable for young people, 308 university students in Chungju were surveyed. To express end products, computer graphic program, Illustrator CS5, was used. The results of this study showed that the products on the market were not targeted for use by young people. The younger generations want modern and interesting design. Among the 8 design motives that are planned for design development, the most preferred motive numbers, 3, 7, and 8, were used. Design items, such as scarf, wallet and t-shirts, were selected by the result of survey and 3 scarves, 4 wallets, 3 t-shirts, a total of 30 items were developed. The designed products in this study can inform the cultural resource of Korea and contribute to raise the cultural value if they are commercialized.

예술적 개입을 통한 건축표피의 그래픽 특성 연구 (A Study on the Characteristics of Graphics on Architectural Surfaces through Artistic Intervention)

  • 문은미
    • 한국실내디자인학회논문집
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    • 제19권3호
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    • pp.119-127
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    • 2010
  • This study investigates the examples of artistic intervention especially on the surface of architecture as a meeting place of art and architecture. Artistic intervention demonstrates the possibilities for the meaningful integration of arts into architectural spaces. This study summarizes the characteristics of artistic intervention on the surfaces of architectures as follow; first, the artistic intervention is applied to the broad ranges of designs including public art, architectural design and sign design that establish identities and unique characters to the spaces. Second, the artistic intervention on the surfaces is conducted by the participation of the various fields of artists, i.e. painters, installation artists, graphic designers and landscape designers. The artistic intervention is also conducted by individual collaboration between artists and architects as well as by the forms of public art of art-in-architecture program. Third, the artistic intervention on the surfaces is expressed using the complex combination of images, colors, patterns, and texts. They are applied to enhance the aesthetic and symbolic characters of buildings in public arts, to improve the visual characters of architectural design with graphics, colors, and patterns, as well as to increase communication skills and cognitive effects of sign design with letters and colors on walls and floor surfaces. Fourth, the artistic intervention is also applied on the surfaces to encourage people to communicate historic and symbolic meanings related to the locations and functions. Thus, graphics on the architectural surfaces could provide a public space, with which people could share common feeling on public arts. As a conclusion, the study finds that artistic intervention either as artworks or as elements of architectural design can not only enhance the aesthetic quality of architectural space but also expand the techniques of design representation. In addition, the artistic intervention can contribute to create a new realm of design where artists and architects work together to enrich our surroundings.

석조문화유산의 손상지도 제작방법과 표면 및 3차원 손상율 평가기법 (Making Method of Deterioration Map and Evaluation Techniques of Surface and Three-dimensional Deterioration Rate for Stone Cultural Heritage)

  • 조영훈;이찬희
    • 보존과학회지
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    • 제27권3호
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    • pp.251-260
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    • 2011
  • 이 연구에서는 석조문화유산의 손상유형별 표준범례를 제시하고, 손상지도 작성방법에 대한 공정시스템을 구축하였으며, 균열지수 개발과 표면 및 3차원 손상율 평가기법을 제시하였다. 손상유형별 표준범례는 균열, 박리, 박락, 탈락, 입상분해 및 공동으로 세분한 다음 상용 그래픽 프로그램으로 제작하였으며, 손상지도는 손상 영역에 대한 정확도와 신뢰도를 높이기 위해 3차원 디지털복원과 고해상도 사진맵핑 기술을 적용하였다. 또한 균열지수를 개발하여 대상 석조문화유산의 물리적 손상도에 대한 정량평가를 수행하였고, 가상복원 모델링을 통해 탈락부의 부피와 3차원 손상율을 산출하였다. 이를 통해 마곡사오층석탑의 손상도를 정량적으로 평가한 결과, 전체적으로 북측면이 구조상 균열(1.70), 미세균열(1.34), 박락(20.2%), 탈락(13.0%)의 손상점유율이 높게 나타났으며, 1층 옥개석의 3차원 손상율은 6.7%로 산출되었다.