• Title/Summary/Keyword: Virtual design model

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A Research on Expandability of Cultural Assets Restoration Blend using Virtual Reality (가상현실을 통한 문화재복원 융합 확장성 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.465-472
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    • 2015
  • The virtual reality technology is currently used classifying functional types such as the observation operation type, the experimental activity type, the learning information type, the field problem-solving type, and other different types, based on the media's characteristics implementing 3D form of multi-sensory information. Using Virtual Reality, the restoration of the 'Doksu Palace' has been grafted onto J. Keller's ARCS model, suggesting a field restoration concept that reenacts the lives of the people that had been in the field with the cultural heritage and history based on a scenario based scene direction. This paper also summarizes 3 different types of implementation of the field restoration assorting multi-scene direction. Certain limitations exist, due to the fact that a completed prototype hasn't been suggested and that a detailed notion of the housing and 3D audio connection has been omitted.

Accuracy of virtual models in the assessment of maxillary defects

  • Kamburoglu, Kivanc;Kursun, Sebnem;Kilic, Cenk;Ozen, Tuncer
    • Imaging Science in Dentistry
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    • v.45 no.1
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    • pp.23-29
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    • 2015
  • Purpose: This study aimed to assess the reliability of measurements performed on three-dimensional (3D) virtual models of maxillary defects obtained using cone-beam computed tomography (CBCT) and 3D optical scanning. Materials and Methods: Mechanical cavities simulating maxillary defects were prepared on the hard palate of nine cadavers. Images were obtained using a CBCT unit at three different fields-of-views (FOVs) and voxel sizes: 1) $60{\times}60mm$ FOV, $0.125mm^3$ ($FOV_{60}$); 2) $80{\times}80mm$ FOV, $0.160mm^3$ ($FOV_{80}$); and 3) $100{\times}100mm$ FOV, $0.250mm^3$ ($FOV_{100}$). Superimposition of the images was performed using software called VRMesh Design. Automated volume measurements were conducted, and differences between surfaces were demonstrated. Silicon impressions obtained from the defects were also scanned with a 3D optical scanner. Virtual models obtained using VRMesh Design were compared with impressions obtained by scanning silicon models. Gold standard volumes of the impression models were then compared with CBCT and 3D scanner measurements. Further, the general linear model was used, and the significance was set to p=0.05. Results: A comparison of the results obtained by the observers and methods revealed the p values to be smaller than 0.05, suggesting that the measurement variations were caused by both methods and observers along with the different cadaver specimens used. Further, the 3D scanner measurements were closer to the gold standard measurements when compared to the CBCT measurements. Conclusion: In the assessment of artificially created maxillary defects, the 3D scanner measurements were more accurate than the CBCT measurements.

Tactile Sensing for Virtual Interaction as a Part of Ubiquitous Game Development (유비쿼터스게임의 상호작용 구성요소 개발을 위한 촉각응용)

  • Lee, Young-Jae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.6
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    • pp.1062-1068
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    • 2007
  • In order to design and develop a ubiquitous game, it is necessary to develop a natural and flexible interface between the real world and the virtual world, based on social and physical context awareness. We design user interface model and the tactile sensing system that performs virtual interaction and collection of the sensor data. It is sensitive so the collected data should be filtered, rearranged and analyzed. This information is quite different from stylus input, keyboard, button or mouse for interaction. We detect kicked 3D force position of a ball, moment of area, moment of inertia and modified ball shape using tactile sensing system and analyzed data. The results demonstrate that the proposed approach is desirable and robust as well as the results can be used realistic actions and reactions considering attack force and to make interesting environments for ubiquitous game.

Development of a Sizing System and a Draping Pattern for Hip Protector based on 3D Data Analysis of Korean Older Women (한국 노인의 3D 인체특성 분석을 통한 Hip protector 치수체계 수립 및 입체패턴 설계)

  • Jeon, Eun-Jin;Park, Sei-Kwon;You, Hee-Cheon;Kim, Hee-Eun
    • Fashion & Textile Research Journal
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    • v.18 no.1
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    • pp.120-129
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    • 2016
  • This study aimed to develop an optimal sizing system and a draping pattern for hip protector based on an analysis of anthropometric characteristics of Korean older women. A hip protector is a specialized form of pants or underwear containing pads along the outside of each hip. The 3D body scan data of Korean older women were analyzed to identify their anthropometric characteristics and a four-size system with 93% of population accommodation was developed by clustering analysis based on key dimensions derived from factor analysis. The sizing system consists of small/short, large/short, small/tall, and large/tall. A 3D physical model and hip pads were fabricated; then, a hip protector was draped on the 3D model and hip pads. The sizing system of hip protector was analyzed in terms of size and shape and a draping pattern was compared on back center, back side, front side, front center and pad. Lastly, the pattern deformation and clothing pressure were analyzed using the virtual clothing system CLO. Virtual system have disadvantage of not to suggest the objective value. In the future research the wearing comfort and impact absorption of the hip protector needs to be tested and then a hip protector design will be finalized by considering the hip protector's size, material, comfort testing results, aesthetic appeal, protection effectiveness, and practical utility of everyday use.

Development of a Computer Program for User-Oriented Analysis and Design of Prestressed Concrete Bridges

  • Kim, Tae-Hoon;Choi, Jeong-Ho;Lee, Kwang-Myong;Shin, Hyun-Mock
    • KCI Concrete Journal
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    • v.12 no.2
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    • pp.3-10
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    • 2000
  • A computer program, named NEO-PCBRG, for the analysis and design of prestressed con-crete(PSC) bridges was developed using the finite element method. NEO-PCBRG can predict the response of PSC bridges throughout the various stages of construction and service. NEO-PCBRG has both pre- and post-processing capabilities. Pre-processing refers to all the neces- sary steps required to prepare a virtual prototype, more commonly termed a varied model for analysis. Post-processing here stands for the step in which the results from the analysis are reviewed and interpreted. In order to allow for the easy and convenient execution of the entire procedure, NEO-PCBRG was developed using computer graphics in the Visual Basic pro- gramming language. In conclusion, this study presents a new software architecture for analy-sis using the user-oriented design technique.

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Development of an F-125 Machine Using 3D PLM Systems (3D PLM 시스템을 이용한 F-125 차량의 개발)

  • Lee S. H.;Lee K.-S.
    • Korean Journal of Computational Design and Engineering
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    • v.10 no.2
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    • pp.77-88
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    • 2005
  • This paper introduces a project for the development of an F-125 machine using 3D PLM systems including 3D CAD, CAM, CAE, PDM, and DMU systems. Here, the F-125 machine is a formula racing car equipped with a 125cc motorcycle engine. A development process and computer-integrated environment was established using 3D PLM systems on the conceptual basis of concurrent and virtual engineering. A DMU model for a full vehicle was built using CATIA V.5 and used to check interference between parts and to simulate assembly process. This DMU-based approach enables to find and fix manufacturing problems in the early design stage. All development activities have been done by the graduate and undergraduate students of the automotive engineering department of Kookmin University. Through the project, the students could acquire knowledge about car development process and 3D PLM systems in automotive industry.

Autonomous Animated Robots

  • Yamamoto, Masahito;Iwadate, Kenji;Ooe, Ryosuke;Suzuki, Ikuo;Furukawa, Masashi
    • International Journal of CAD/CAM
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    • v.9 no.1
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    • pp.85-91
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    • 2010
  • In this paper, we demonstrate an autonomous design of motion control of virtual creatures (called animated robots in this paper) and develop modeling software for animated robots. An animated robot can behave autonomously by using its own sensors and controllers on three-dimensional physically modeled environment. The developed software can enable us to execute the simulation of animated robots on physical environment at any time during the modeling process. In order to simulate more realistic world, an approximate fluid environment model with low computational costs is presented. It is shown that a combinatorial use of neural network implementation for controllers and the genetic algorithm (GA) or the particle swarm optimization (PSO) is effective for emerging more realistic autonomous behaviours of animated robots.

A Study on Modeling and Algorithm for WDM VWP Network Design (WDM VWP 네트워크 설계 모형 및 알고리즘 연구)

  • Lee, Hee-Sang;Hong, Sung-Pil;Song, Hae-Goo
    • Journal of Korean Institute of Industrial Engineers
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    • v.26 no.4
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    • pp.296-305
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    • 2000
  • Virtual wavelength path (VWP) is the optical path when a wavelength conversion is possible in a wavelength division multiplexing (WDM) network that is transmission infrastructure for the next generation high speed backbone networks. To achieve efficient design for VWP networks, we must consider VWP routing, wavelength assignment, and wavelength conversion while satisfying many technical constraints of the WDM networks. In this study we propose an integrated model for efficient VWP design in WDM networks. We also develope a 3-phase algorithm, each of which deals with routing, wavelength assignment and route and wavelength reassignment, respectively. In our computational experiments, phase 1 algorithm can solve the problem to the optimality for medium size test networks. Phase 2 algorithm is an efficient heuristic based on a reduced layered network and can give us an effective wavelength assignment. Finally, phase 3 algorithm reconfigure VWP routing and its wavelength assignment to concentrate wavelength conversion nodes in the suggested VWP network.

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Modeling and Dynamic Analysis of a Front Loaded Washing Machine with Ball Type Automatic Balancer (볼 자동균형장치를 채용한 드럼세탁기의 모델링 및 동적 거동 해석)

  • 이준영;조성오;김태식;박윤서
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 1997.10a
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    • pp.119-131
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    • 1997
  • Ball type automatic balancer is used to reduce the vibration caused by unbalance of rotor. In this study, A analytic modeling of a front loaded washing machine with ball type automatic balancer has been suggested theoretically and ADAMS has been used to analyze the dynamic characteristics of automatic balancer. It is found from simulation and experimental results that the automatic balancer suppress the steady state vibration of the washing machine effectively. The test results match well with the simulation results of ADAMS, thereby the dynamic model of ADAMS can be used as virtual prototype to predict the vibration characteristics which could be changed by the modification of design variable and can reduce the design cycle sharply. To maximize the balancing effect of automatic balancer, the friction between balls and race and the deviation between geometric center and rotation center of drum need to be minimized and the optimum design for the stiffness of flange shaft and the angular acceleration of drum should be achieved.

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Differentiated Quality of Service Model in the Internet (인터넷에서의 차별화된 서비스품질 제공 방안)

  • Kim, Dong-Chul;Jang, Hee-Seon
    • IE interfaces
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    • v.23 no.2
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    • pp.193-202
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    • 2010
  • The quality of service(QoS) model should be presented with the optimal network design to effectively provide the multimedia data services between users and converged services with mobile or TV in the next-generation Internet. In specific, the method to provide differentiated services for each user is needed in the given Internet node to offer the previously negotiated QoS with the user. In this paper, the performance of the QoS enabling technologies in the differentiated services(DiffServ) network domain is analyzed. The QoS offering model and QoS metrics are presented to analyze the performance of the major scheduling algorithms. Under the real network topology and virtual service scenarios in the university, the NS-2 network simulation based on the discrete-event is performed. The results show that the ratio-based scheduling method is more effective rather than the bandwidth-assignment method.