• Title/Summary/Keyword: Virtual Drawing

Search Result 122, Processing Time 0.021 seconds

The Analysis of View and Daylights for the Design of Public Housing Complexes Using a Residential Environment Analysis System Integrated into a CAD System (주거환경분석시스템의 CAD 시스템 통합을 통한 공동주택단지설계 시 일조 및 조망분석에 관한 연구)

  • Park, Soo-Hoon;Ryu, Jeong-Won
    • Korean Journal of Computational Design and Engineering
    • /
    • v.12 no.2
    • /
    • pp.137-145
    • /
    • 2007
  • This paper concerns about residential environment analysis program implementation for design and analysis on public housing complexes such that view and daylight analysis processes are automated and integrated into existing design routine to achieve better design efficiency. Considering the architectural design trends this paper chooses ArchiCAD as a platform for a CAD system, which contains the concepts such as integrated object-oriented CAD, virtual building and BIM. Residential environment analysis system consists of three components. The first component is the 3D modeling part defining 3D form information for external geographic contour models, site models and interior/exterior of apartment buildings. The second is the parametric library part handling the design parameters for view and daylight analysis. The last is the user interface for the input/output and integration of data for the environment analysis. Daylight analysis shows rendered images as well as results of daylight reports and grades per time and performs the calculations for floor shadow. It separates the site-only analysis from the analysis of site and exterior environmental parameters. View analysis considers horizontal and vertical view angles to produce view image from each unit and uses the bitmap analysis method to determine opening ratio, scenery ratio and void ratio. We could expect better performance and precision from this residential environment analysis system than the existing 2D drawing based view and daylight analysis methods and overcome the existing one-way flow of design information from 3D form to analysis reports so that site design modifications are automatically reflected on analysis results. Each part is developed in a module so that further integration and extension into other related estimation and construction management systems are made possible.

A Proposal of Media Exhibition Contents for the Aquarium - Focused on 'Gyeongpo Lagoon Ecological Museum' (아쿠아리움을 위한 미디어 전시 콘텐츠 제안 - 경포 석호생태관을 중심으로)

  • You, Mi;Woo, Jeonggueon
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.3
    • /
    • pp.116-124
    • /
    • 2016
  • In this paper, we propose digital exhibition contents for the aquarium, especially 'Gyeongpo Lagoon Ecological Museum'. We try to plan appropriate media contents that can be mixed with the aquarium storytelling. The aquarium must have special spaces that are not related with an exhibition directly but are necessary for survival of fishes such as a water circulation room. We design the special spaces using media contents and let visitors feel that the whole aquarium is in the ocean. First of all, we investigate the aquarium currently under construction. And then, we propose the appreciate media platforms and plan individual content. We suggest 3 types of media platforms, 3D water projection, interactive games utilizing Kinect, and a fog screen. Moreover, we produce 2D drawing concepts, 3D modeling images, and virtual exhibitions in virtual reality for the representation of the location in which those platforms are installed and the media contents we plan. The pre-visualization is helpful for the media platform construction and is used as a rough sketch to producing an animation shown in the exhibition.

A Study on Pattern Making by 3D Reconstruction of French Men's Costume in the Second Half of 19th Century - Focused on Redingote and Jaquette - (19세기 하반기 프랑스 남성복 유물의 3D 고증에 의한 패턴 제작에 관한 연구 - 르뎅고뜨(Redingote)와 자께뜨(Jaquette)를 중심으로 -)

  • Kim, Yang-Hee;Ryu, Kyung-Hwa;Bae, Ji-Ye
    • Fashion & Textile Research Journal
    • /
    • v.22 no.1
    • /
    • pp.11-24
    • /
    • 2020
  • This research examines pattern production of 3 men's costumes in the second half of 19th century by 3D reconstruction to reveal technical aspects of mail costumes. The steps are as follows. First, an examination of selective type according to research study. Second, a pattern analysis of 3 historical male tops of 19th century referred to 9 pattern books of the France National Library collection. Third, a categorized type analysis that referred to paintings of the Musée d'Orsay collection. Fourth, a measurement and structure research of 3 historical garments of Fashion and Textile Museum collection. Fifth, the pattern making and fitting by 3D simulation. Research discussed the following subjects and results. First, main type of men's coat can be categorized by frac, redingote, jaquette, and veston. Second, the male costume pattern contained in pattern books was researched along with distinguished silhouettes and structures; X silhouette for frac and redingote, H silhouette for jaquette, and straight box silhouette for veston. Third, based on the analysis of representative type of men's costume per period conducted previous studies, 2 redingotes and a jaquette in the museum were selected and compared to other data such as image materials. Last, the following process was conducted for reconstruction; 'Drawing diagram-Primary pattern drafting by measurement value-3D virtual fitting-Checking the fit-Modification and complement'. We also obtained a 3D virtual reconstruction and a 2D research pattern that suggested a costume pattern by each type along with 3D reconstruction that included insights for male coat techniques of 19th century France.

Thrice Repair Works and Three Space Conceptions in Seokguram - focusing on Seokguram Architecture and Virtual Space Division of Inside and Outside - (석굴암, 세 번의 수리 공사와 세 개의 공간 개념 - 석굴암 건축과 안팎의 공간 구분을 중심으로 -)

  • Yoon, Chae-Shin
    • Journal of the Architectural Institute of Korea Planning & Design
    • /
    • v.35 no.8
    • /
    • pp.89-100
    • /
    • 2019
  • The purpose of this study is to critically review the repair works of Seokguram architecture and to search for its original form and space. Seokguram's architectural form has been transformed throughout three repair works. The first transformation occurred during the repair work of the Colonial Government in 1913-1915, and the second occurred during the repair work of the Colonial Government in 1920-1923. The repair work done by the Korean Government in 1961-1964 also caused a severe change in the architectural form and space of Seokguram architecture. The more the repair work was added to Seokguram, the more its original form flew away like a mirage. Through the three repair works, the spatial composition of Seokguram changed in the following directions: from ((front chamber + passageway) + main chamber) to (front chamber + (passageway + main chamber)) through the second repair work, from (front chamber + (passageway + main chamber)) to (front chamber + passageway + main chamber) through the last repair work. Although the compositional space hierarchy of Seokguram was maintained during the first repair work, the architectural form based on the dry method was changed to the form based on the wet method. The Korean government's repair work was a tragedy for the 'Seokguram conservation project' that the people who led the conservation process misunderstood the architectural nature of Seokguram.

Design and Implementation of IoT Platform-based Digital Twin Prototype (IoT 플랫폼 기반 디지털 트윈 프로토타입 설계 및 구현)

  • Kim, Jeehyeong;Choi, Wongi;Song, Minhwan;Lee, Sangshin
    • Journal of Broadcast Engineering
    • /
    • v.26 no.4
    • /
    • pp.356-367
    • /
    • 2021
  • With the recent development of IoT and artificial intelligence technology, research and applications for optimization of real-world problems by collecting and analyzing data in real-time have increased in various fields such as manufacturing and smart city. Representatively, the digital twin platform that supports real-time synchronization in both directions with the virtual world digitized from the real world has been drawing attention. In this paper, we define a digital twin concept and propose a digital twin platform prototype that links real objects and predicted results from the virtual world in real-time by utilizing the oneM2M-based IoT platform. In addition, we implement an application that can predict accidents from object collisions in advance with the prototype. By performing predefined test cases, we present that the proposed digital twin platform could predict the crane's motion in advance, detect the collision risk, perform optimal controls, and that it can be applied in the real environment.

Survey on the Performance Enhancement in Serverless Computing: Current and Future Directions (성능 향상을 위한 서버리스 컴퓨팅 동향과 발전 방향)

  • Eunyoung Lee
    • The Transactions of the Korea Information Processing Society
    • /
    • v.13 no.2
    • /
    • pp.60-75
    • /
    • 2024
  • The demand of users, who want to focus on the core functionality of their applications without having to manage complex virtual environments in the cloud environment, has created a new computing model called serverless computing. Within the serverless paradigm, resource provisioning and server administration tasks are delegated to cloud services, facilitating application development exclusively focused on program logic. Serverless computing has upgraded the utilization of cloud computing by reducing the burden on cloud service users, and it is expected to become the basic model of cloud computing in the future. A serverless platform is responsible for managing the cloud virtual environment on behalf of users, and it is also responsible for executing serverless functions that compose applications in the cloud environment. Considering the characteristics of serverless computing in which users are billed in proportion to the resources used, the efficiency of the serverless platform is a very important factor for both users and service providers. This paper aims to identify various factors that affect the performance of serverless computing and analyze the latest research trends related to it. Drawing upon the analysis, the future directions for serverless computing that address key challenges and opportunities in serverless computing are proposed.

Design and Implementation of An Educational VDB System in Distributed Environments Based on Object Groups (객체그룹 기반의 분산환경에서 교육용 VDB 시스템의 설계 및 구현)

  • Yu, Gyeong-Taek;Lee, Hyeon-Cheol;Ju, Su-Jong
    • The Transactions of the Korea Information Processing Society
    • /
    • v.6 no.11
    • /
    • pp.3034-3045
    • /
    • 1999
  • For efficiently providing multimedia services, distributed computing environments are specified the requirements of various services and distributed object platforms applied an object-oriented technology by TINA Consortium and OMG CORBA. Because multimedia service applications are becoming large and distributing, their servicing managing interfaces among objects are being complicated. In order to solve these defects, it is necessary to suggest a new object grouping model and specify object service/management requirements can be introduced under the object groups. We have been developed the distributed object group platform that can group all individual objects by the relating services and can supply trading functions for interconnecting between distributed objects or object groups. In this paper, we designed and implemented the Virtual Drawing Board for remote equational services on the distributed object group platform we mentioned above. As results, we designed a basic structure and service interfaces, and showed execution procedures of VDB system consisted of distributed objects and objects groups for educational services. For supporting distributed services of VDB system, we used three kinds of tools as follows; IONA orbix 2.2 of CORBA compliance as an object middleware, OrbixTrader 1.0 for interconnection of distributed objects, and the OGTG we developed for interconnection of distributed object groups and checking access rights of objects included in an arbitrary object group.

  • PDF

Using Omnidirectional Images for Semi-Automatically Generating IndoorGML Data

  • Claridades, Alexis Richard;Lee, Jiyeong;Blanco, Ariel
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
    • /
    • v.36 no.5
    • /
    • pp.319-333
    • /
    • 2018
  • As human beings spend more time indoors, and with the growing complexity of indoor spaces, more focus is given to indoor spatial applications and services. 3D topological networks are used for various spatial applications that involve navigation indoors such as emergency evacuation, indoor positioning, and visualization. Manually generating indoor network data is impractical and prone to errors, yet current methods in automation need expensive sensors or datasets that are difficult and expensive to obtain and process. In this research, a methodology for semi-automatically generating a 3D indoor topological model based on IndoorGML (Indoor Geographic Markup Language) is proposed. The concept of Shooting Point is defined to accommodate the usage of omnidirectional images in generating IndoorGML data. Omnidirectional images were captured at selected Shooting Points in the building using a fisheye camera lens and rotator and indoor spaces are then identified using image processing implemented in Python. Relative positions of spaces obtained from CAD (Computer-Assisted Drawing) were used to generate 3D node-relation graphs representing adjacency, connectivity, and accessibility in the study area. Subspacing is performed to more accurately depict large indoor spaces and actual pedestrian movement. Since the images provide very realistic visualization, the topological relationships were used to link them to produce an indoor virtual tour.

Gesture Recognition by Analyzing a Trajetory on Spatio-Temporal Space (시공간상의 궤적 분석에 의한 제스쳐 인식)

  • 민병우;윤호섭;소정;에지마 도시야끼
    • Journal of KIISE:Software and Applications
    • /
    • v.26 no.1
    • /
    • pp.157-157
    • /
    • 1999
  • Researches on the gesture recognition have become a very interesting topic in the computer vision area, Gesture recognition from visual images has a number of potential applicationssuch as HCI (Human Computer Interaction), VR(Virtual Reality), machine vision. To overcome thetechnical barriers in visual processing, conventional approaches have employed cumbersome devicessuch as datagloves or color marked gloves. In this research, we capture gesture images without usingexternal devices and generate a gesture trajectery composed of point-tokens. The trajectory Is spottedusing phase-based velocity constraints and recognized using the discrete left-right HMM. Inputvectors to the HMM are obtained by using the LBG clustering algorithm on a polar-coordinate spacewhere point-tokens on the Cartesian space .are converted. A gesture vocabulary is composed oftwenty-two dynamic hand gestures for editing drawing elements. In our experiment, one hundred dataper gesture are collected from twenty persons, Fifty data are used for training and another fifty datafor recognition experiment. The recognition result shows about 95% recognition rate and also thepossibility that these results can be applied to several potential systems operated by gestures. Thedeveloped system is running in real time for editing basic graphic primitives in the hardwareenvironments of a Pentium-pro (200 MHz), a Matrox Meteor graphic board and a CCD camera, anda Window95 and Visual C++ software environment.

Postmodern Characteristics of the body in Fashion Advertisements (패션광고에 나타난 몸의 포스트모더니즘적 특징)

  • Yeom, Hye-Soo;Yim, Eun-Hyuk
    • Journal of Fashion Business
    • /
    • v.15 no.2
    • /
    • pp.57-70
    • /
    • 2011
  • As a form of media diversified and changed by the development of technology, fashion advertisements have brought a new change in representation of the body. With this transition, the characteristics of the body, which is in an inseparable relationship with fashion, have been dramatically changed in fashion advertisements. In hugely extended media flow, fashion advertisements suggest concepts of the body that are completely different from the past and became the focus in advertisements. Moreover, the body in fashion advertisements involve the symbolisms of social and cultural backgrounds followed by their commercialization. This study analyzes the characteristics of the body in fashion advertisements drawing on the innovative concepts of the body in contemporary society which is essentially different from the past ones; these characteristics are examined as postmodern features. The features are categorized as follows; hyperreal body, virtual body, fragmentization of the body through neologism, reconsideration of naked body, and decentralized body. The postmodern characteristics of the body have changed the boundary, broken traditional concepts and thoughts, and proposed new trends by creating revolutions though diversified media. Rapidly changing media is considered to be further accelerated; this transition highlights the postmodern characteristics of the body in fashion advertisements in more innovative methods.