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Preparation of Isophorone Diisocyanate-loaded Microcapsules and Their Application to Self-healing Protective Coating (Isophorone Diisocyanate 함유 마이크로캡슐의 제조와 자기치유형 보호코팅재에의 응용)

  • Lim, Ye-Ji;Song, Young-Kyu;Kim, Dong-Min;Chung, Chan-Moon
    • Polymer(Korea)
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    • v.39 no.1
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    • pp.56-63
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    • 2015
  • The object of this study is to prepare microcapsules containing a diisocyanate compound, apply them to self-healing protective coating, and evaluate the self-healing capability of the coating by atmospheric moisture. Isophorone diisocyanate (IPDI) polymerized under humid atmosphere, indicating that IPDI can be used as a healing agent. Microencapsulations of IPDI were conducted via interfacial polymerization of a polyurethane prepolymer with diol compounds. The formation of microcapsules was confirmed by Fourier-transform infrared (FTIR) spectroscopy and nuclear magnetic resonance (NMR) spectroscopy. The mean diameter, size distribution, morphology and shell wall thickness of microcapsules were investigated by optical microscopy and scanning electron microscopy (SEM). The properties of microcapsules were studied by varying agitation rates and diol structure. The self-healing coatings were prepared on test pieces of CRC board. When scratch was generated in the coatings, the core material flew out of the microcapsules and filled the scratch. The self-healing coatings were damaged and healed under atmosphere with 68~89% relative humidity for 48 h, and SEM and impermeability test for the specimens showed that the scratch could be healed by atmospheric moisture.

A Comparison of Usability between the Height Adjustable Keyboard and the Adaptive Touch Keyboard on Smartphones

  • Choi, Jinhae
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.2
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    • pp.145-156
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    • 2017
  • Objective: This study aims to compare the usability of the adaptive touch design method with that of the height adjustable design method that are applied to the Korean QWERTY keyboard and Naratgul keyboard on smartphones, examine the results, and present practical implications. Background: Smartphone manufacturers have failed to satisfy every user with their uniform touch keyboard designs that do not consider the high use rates of keypad use. In reality, touch keyboard designing customized for every individual is impossible, but there need to be researches on was to improve usability by having touch areas changed automatically depending on user behaviors or having users adjust the keyboard height depending on their hand size. Method: As for the design methods, an object group was given smartphones with the adaptive touch design method and the other group those with the height adjustable design method. As they entered the same characters in the smartphones, typing error rates and text input speed were measured and the average values were compared. 35 individuals who would frequently use smartphones in daily life participated in the experiment. The group variable was the type of touch keyboards, and the test variables were typing error rates and text input speed, for which a T-test was implemented. Results: As for the QWERTY keyboard, the significant improvement effect was verified as the typing error rate of the adaptive touch design method was 4.21% but that of the height adjustable design method was 3.28% although there was no significant difference in terms of text input speed. As for the Naratgul keyboard, in contrast, the typing error rate of the adaptive touch design method was 2.5% while that of the height adjustable design method was 1.48%, which indicates a measure of improvement, but the effect was not significant. On the other hand, the text input speed per minute was improved as much as 22.2%, which is significant. Conclusion: First, the Korean touch keyboard usability of the adaptive touch design method and that of the height adjustable design method, when applied to Model A of Company L, showed significant difference from each other. Second, the height adjustable design method was applied to the QWERTY keyboard, the typing error rate was improved significantly. This indicates that as the keyboard height was raised, the number of buttons within the range of fingering decreased, decreasing the touch bias was reduced. Third, the height adjustable design method was applied to the Naratgul keyboard, the text input speed was improved. Application: When the QWERTY keyboard was applied to a smartphone as small as 5.5inch or less, it is highly probably that the height adjustable design method decreases the typing error rate. It may be considered to develop additional UX functions to make the keyboard font larger or give users the option to adjust button intervals in utilization of the SW advantages of the height adjustable design method.

Recognition method using stereo images-based 3D information for improvement of face recognition (얼굴인식의 향상을 위한 스테레오 영상기반의 3차원 정보를 이용한 인식)

  • Park Chang-Han;Paik Joon-Ki
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.3 s.309
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    • pp.30-38
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    • 2006
  • In this paper, we improved to drops recognition rate according to distance using distance and depth information with 3D from stereo face images. A monocular face image has problem to drops recognition rate by uncertainty information such as distance of an object, size, moving, rotation, and depth. Also, if image information was not acquired such as rotation, illumination, and pose change for recognition, it has a very many fault. So, we wish to solve such problem. Proposed method consists of an eyes detection algorithm, analysis a pose of face, md principal component analysis (PCA). We also convert the YCbCr space from the RGB for detect with fast face in a limited region. We create multi-layered relative intensity map in face candidate region and decide whether it is face from facial geometry. It can acquire the depth information of distance, eyes, and mouth in stereo face images. Proposed method detects face according to scale, moving, and rotation by using distance and depth. We train by using PCA the detected left face and estimated direction difference. Simulation results with face recognition rate of 95.83% (100cm) in the front and 98.3% with the pose change were obtained successfully. Therefore, proposed method can be used to obtain high recognition rate with an appropriate scaling and pose change according to the distance.

A Study on the Instrument Panel Design Trend for Automobile Interior (자동차 인테리어의 인스트루먼트 패널 디자인 경향 연구)

  • Cho, Kyung-Sil;Lee, Myung-Ki
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.129-138
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    • 2005
  • Until the early part of the 1990s, interior design has never been thought important by car makers. Repeated attempts have been made to systemize a technical structure, such as layout, driving method, and size, and the car's interior design has been developed by in simple comparison with the exterior design. In the 1990s, however, this trend began to change because consumers began spending more time in their cars, so the motive of the technology development became that of giving comfort and functional satisfaction to the customers. Observing how a person spends inside his or her car and considering the latest trends in car interiors have made a consumer-oriented sense of value i.e., intensifying the personality of the car's interior design and considering the emotional makeup of the consumer factor in the acquisition of a strategic brand identity. These days, car interiors assume a new concept every year due to the constant change in various factors, and the application of a high-tech design, with a sensing function and a navigation system, to achieve driverless running, is being raised as a key trend element technology for the future. Now, at the present when multilateral concept applications of design are attempted under the direct influences from other fields such as product design, fashion and furniture, I would like to lay stress on investigating and analysing the changes in car interior design varying with the background of the times and formative characteristics from the object point of view. On this study, I would like to compare the background of the times and flow of car interior design with priority given to crash pad and would like to attempt to present the direction of the future car interior design together with diversifying major technical factors.

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Three-Dimensional Processing of Ultrasonic Pulse-Echo Signal (초음파 펄스에코 신호의 3차원 처리)

  • Song, Moon-Ho;Song, Sang-Rock;Cho, Jung-Ho;Sung, Je-Joong;Ahn, Hyung-Keun;Jang, Soon-Jae
    • Journal of the Korean Society for Nondestructive Testing
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    • v.23 no.5
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    • pp.464-474
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    • 2003
  • Ultrasonic imaging of 3-D structures for nondestructive evaluation must provide readily recognizable images with enough details to clearly show various flaws that may or may not be present. Typical flaws that need to be detected are miniature cracks, for instance, in metal pipes having aged over years of operation in nuclear power plants; and these sub-millimeter cracks or flaws must be depicted in the final 3-D image for a meaningful evaluation. As a step towards improving conspicuity and thus detection of flaws, we propose a pulse-echo ultrasonic imaging technique to generate various 3-D views of the 3-D object under evaluation through strategic scanning and processing of the pulse-echo data. We employ a 2-D Wiener filter that filters the pulse-echo data along the plane orthogonal to the beam propagation so that ultrasonic beams can be sharpened. This three-dimensional processing and display coupled with 3-D manipulation capabilities by which users are able to pan and rotate the 3-D structure improve conspicuity of flaws. Providing such manipulation operations allow a clear depiction of the size and the location of various flaws in 3-D.

Middle School and Science-gifted Students' Conceptions about Motion of Objects on the Surface of the Earth and the Moon (지구와 달 표면에서 물체의 운동에 대한 일반 중학생들과 과학영재학생들의 개념)

  • Song, Young-Wook
    • Journal of The Korean Association For Science Education
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    • v.33 no.1
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    • pp.193-207
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    • 2013
  • The purpose of this study was to investigate middle school and science-gifted students' conceptions about motion of objects on the surface of the earth and the moon. The subjects were 61 first-, 51 second-, 51 third-year students, for a total of 163 in a middle school and 32 science-gifted students from a university-affiliated sciencegifted education center for secondary school students. The research contents were conceptions about motion of objects by the vertical direction, an inclined plane and horizontal plane on the surface of the earth and the moon. The questions were as follows: If two balls, same size but different mass, were put on, thrown over, by the vertical direction, an inclined plane and a horizontal plane on the surface of the earth and the moon at the same time and speed, which one would arrive faster than the other?; In the same mass in the earth and the moon, how fast could the object reach to which location, the earth or the moon? The results showed that science-gifted students offer meaningful difference on the concept of objects in motion at the vertical direction, an inclined plane and a horizontal plane on the earth and at the vertical direction on the moon than general middle school students. There were meaningful difference on the vertical up direction, an inclined plane and a horizontal plane in the same situation in the earth and the moon. Finally, based on the results of our study, we discuss possible educational implications for teaching the concept of objects in motion.

The Performance Analysis of GPU-based Cloth simulation according to the Change of Work Group Configuration (워크 그룹 구성 변화에 따른 GPU 기반 천 시뮬레이션의 성능 분석)

  • Choi, Young-Hwan;Hong, Min;Lee, Seung-Hyun;Choi, Yoo-Joo
    • Journal of Internet Computing and Services
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    • v.18 no.3
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    • pp.29-36
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    • 2017
  • In these days, 3D dynamic simulation is closely related to many industries. In the past, physically-based 3D simulation was used mainly in the car crash or construction related fields, but it also plays an important role in movies or games today. Many mathematical computations are needed to represent the 3D object realistically, but it is difficult to process a large amount of calculations for simulation of application based on CPU in real-time. Recently, with the advanced graphic hardware and improved architecture, GPU can be utilized for the general purposes of computation function as well as graphic computation. Many approaches using GPU have been applied for various research fields. In this paper, we analyze the performance variation of two cloth simulation algorithms based on GPU according to the change of execution properties of GPU shaders in oder to optimize the performance of GPU-based cloth simulation. Cloth simulation is implemented by the spring centric algorithm and node centric algorithm with GPU parallel computing using compute shader of GLSL 4.3. We compare the performance of between these algorithms according to the change of the size and dimension of work group. The experiment is repeated to 10 times during 5,000 frames for each test and experimental results are provided by averaging of FPS. The experimental result shows that the node centric algorithm is executed in higher speed than the spring centric algorithm.

Enhancing Query Efficiency for Huge 3D Point Clouds Based on Isometric Spatial Partitioning and Independent Octree Generation (등축형 공간 분할과 독립적 옥트리 생성을 통한 대용량 3차원 포인트 클라우드의 탐색 효율 향상)

  • Han, Soohee
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.32 no.5
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    • pp.481-486
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    • 2014
  • This study aims at enhancing the performance of file-referring octree, suggested by Han(2014), for efficiently querying huge 3D point clouds, acquired by the 3D terrestrial laser scanning. Han's method(2014) has revealed a problem of heavy declining in query speed, when if it was applied on a very long tunnel, which is the lengthy and narrow shaped anisometric structure. Hereupon, the shape of octree has been analyzed of its influence on the query efficiency with the testing method of generating an independent octree in each isometric subdivision of 3D object boundary. This method tested query speed and main memory usage against the conventional single octree method by capturing about 300 million points in a very long tunnel. Finally, the testing method resulted in which twice faster query speed is taking similar size of memory. It is also approved that the conclusive factor influencing the query speed is the destination level, but the query speed can still increase with more proximity to isometric bounding shape of octree. While an excessive unbalance of octree shape along each axis can heavily degrade the query speed, the improvement of octree shape can be more effectively enhancing the query speed than increasement of destination level.

Analysis on Attraction Power and Holding Power of Exhibition Areas at Science Museum - Focused on Analysis on Exhibition Method of Exhibition Spaces at Gwacheon National Science Museum - (과학계 박물관 전시공간의 흡입력과 지속력 분석 - 국립과천과학관 전시영역의 연출매체 분석을 중심으로 -)

  • Lim, Che-Zinn;Choo, Sung-Won;Park, Moo-Ho
    • Korean Institute of Interior Design Journal
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    • v.20 no.1
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    • pp.165-172
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    • 2011
  • Visitors' behaviors within an exhibition space are a substantial means to grant spatial arrangement and validity of exhibits. Therefore, the study analyzed visitors' behaviors in the viewpoint of attraction power and holding power of exhibits on the basis of exhibition layout of real science museums. Through the analysis, the study grasped efficiency of analysis index and exhibition environment elements which might have an effect on planning the exhibition space of a large-scale museum and producing detailed ranges of exhibition. The main indicators used are: 1. Attraction power: it indicates the relative incidence of people who have stopped in front of an object/exhibit during the exhibition tour. It is calculated by dividing the number of people who stop by the total number of people who have visited the museum or gallery. 2. Holding power: it measures the average time spent in front of an information/communication element. It is calculated by dividing the average time of stay by the time "necessary" to read an element. As a result, It was expected that attraction power and holding power of exhibit would be increased when moving line of seeing was inductive. However, when the traffic movements of seeing was inductive, repetitive seeing of exhibit was almost never realized and visitors had a strong tendency which viewed on their way of moving without viewing on their way of stopping. On the other hand, it may mean that density of exhibit is low or size of exhibition space is small that most of exhibits within exhibition space have high attraction power and holding power. As Gwacheon National Science Museum, when a museum is composed of many large-scale exhibit halls, it should be formed by separating the main moving line of seeing from the optional moving line of seeing through visitors' natural choice of exhibit and proper inducement of moving line of seeing. In such structure, exhibition environment of the main moving line has an effect on attraction of exhibit and the use of optional moving line acts as a factor to increase attraction. In addition, it is thought that attribute of exhibit and proper arrangement of rest space within exhibition space will increase holding power of exhibit.

A Concurrency Control and a Collaborative Editing Mechanism in a Collaborative Virtual Environment for Designing a Game Map (게임 맵 디자인을 위한 협업 가상 환경에서의 동시성 제어 및 공동 편집 방법)

  • Park, Sung-Jun;Lee, Jun;Lim, Min-Gyu;Kim, Jee-In
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.15-26
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    • 2011
  • Game level design is a collaborative work to create a virtual world for a computer game including maps, agents, monsters, objects, players and events based on predefined its game scenario. It is a promising collaborative design application. The game level design generally requires much time and cost, as the size of its target game space becomes huge. However, traditional game level design tools do not provide concurrency control mechanisms among multiple participating game designers. They do not provide consistency of undo and redo mechanisms for erroneous collaborative tasks during iterative modifications and updates of collaborative tasks among multiple designers. In this paper, we propose a concurrency control and a collaborative editing mechanism to enhance productivity of the collaborative game level design. The proposed system provides hierarchical structures of shared objects and a concurrency control mechanism for each object. The proposed system also provides a consistent undo and redo mechanism to enhance modifications and updates on intermediate results of the level design procedures.