• Title/Summary/Keyword: unity 3D

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Finite element analysis of the fluid-structure interaction in a compliant vessel (유연 혈관에서 유체-고체 상호작용에 대한 유한요소 해석)

  • Shim, Eun-Bo;Ko, Hyung-Jong;Kamm, Roger D.
    • Proceedings of the KSME Conference
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    • 2000.11b
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    • pp.591-596
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    • 2000
  • Flow through compliant tubes with linear taper in wall thickness is numerically simulated by finite element analysis. Two models are examined: a planar two-dimensional channel, and an axisymmetric tube. For verification of the numerical method, flow through a compliant stenotic vessel is simulated and compared to existing experimental data. Computational results for an axisymmetric tube show that as cross-sectional area falls with a reduction in downstream pressure, flow rate increases and reaches a maximum when the speed index (mean velocity divided by wave speed) is near unity at the point of minimum cross-section area, indicative of wave speed flow limitation or "choking" (flow speed equals wave speed) in previous one-dimensional studies. For further reductions in downstream pressure, flow rate decreases. Cross-sectional narrowing is significant but localized. When the ratio of downstream-to-upstream wall thickness is ${\le}$ 2 the area throat is located near the downstream end; as wall taper is increased to ${\ge}$ 3 the constriction moves to the upstream end of the tube. In the planar two-dimensional channel, area reduction and flow limitation are also observed when outlet pressure is decreased. In contrast to the axisymmetric case, however, the elastic wall in the two-dimensional channel forms a smooth concave surface with the area throat located near the mid-point of the elastic wall. Though flow rate reaches a maximum and then falls, the flow does not appear to be choked.

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Implementation of Unstructured Display using Hand Gestures (핸드제스처를 이용한 비정형 디스플레이 구현)

  • Kim, Min-Ju;Lee, Jae-Hyeon;Yang, Ji-Hee;Park, Goo-Man
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2017.11a
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    • pp.168-169
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    • 2017
  • 기존의 정형적인 디스플레이 형태뿐만 아니라 비정형적인 구조의 디스플레이의 관심이 증가하고 있다. 미래에는 기존의 직사각형의 디스플레이와 더불어 비정형적인 디스플레이의 기술이 발전할 전망으로 보인다. 이러한 비정형 사이니지 기술이 발전함에 따라 비정형 영상 표출에 대한 연구가 시행될 필요성이 있다. 하지만 큐브 디스플레이와 같은 비정형 디스플레이에 바로 영상을 표출하기에는 실질적으로 구현이 어려운 점이 있다. 따라서 현실적인 하드웨어 구현이 아닌 비정형 영상 시뮬레이션을 실행할 수 있는 환경을 구축함으로써 이러한 한계를 극복하고자 한다. 본 논문은 립모션(Leap Motion)과 유니티(Unity3D)를 연동하여 제스처 인식 기반의 비정형 디스플레이 표출 시뮬레이션을 시행하였다. 사용자의 명령에 따라 큐브모형이 제어가 되어 비정형 디스플레이로 인식하고 영상을 표출한다. 이는 실제 공간에서 사용할 수 있는 조립형 큐브 디스플레이에 영상을 직접 표출하기 전 시뮬레이션으로 활용 할 수 있을 것으로 기대된다.

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QA Process of the Game Development Projects at the College (대학의 게임개발 프로젝트의 QA 절차)

  • Hwang, Su-Jin;Bang, Seo-Hee;Kang, Myung-Ju;Park, Chan-Il;Oh, Hyoun-Ju;Kim, Sang-Jung;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.493-494
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    • 2014
  • 본 논문에서는 2014년도 청강문화산업대학교 게임전공에서 진행된 졸업 작품의 QA 절차에 대해 서술 되어 있다. 졸업 작품이 기획될 때부터 기획서나 관련 문서들을 분석하여 QA가 어떻게 진행되었는지에 대한 내용과 QA를 진행한 결과에 대한 분석이 포함되어있다. QA가 진행된 게임은 Unity 3D 엔진으로 개발된 '안드로메다'팀의 1Hour 과 야근컴퍼니'팀의 Epi&Sode, '개미즈'팀의 DeadLine 이며 QA에 사용된 기법은 '체크리스트(check lists)라는 기법을 이용하였다.

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Diagnosis and treatment system for patients with resin damage by motion recognition and tracking (모션인식과 추적에 의한 수지손상 환자용 진단 및 치료시스템)

  • Park, Seoho;Park, Sungkyong;Kim, Eunbin;Wee, Yejin;Kye, Seula;Lee, Onseok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.478-479
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    • 2018
  • 수부는 일상생활동작(ADL, activities of daily living)을 위한 중요 부위로 손상이나 장애가 있는 경우 재활치료를 통해 과제수행능력을 향상시킨다. 그러나 치료 과정은 주관적으로 진행되어 정확한 치료 성과를 위한 객관적 지표가 필요하다. 본 논문에서는 실제 수부 움직임을 추적할 수 있는 동작인식 장비인 립모션 컨트롤러와 Unity3D로 가상공간 상에서 구현된 Box&Block Test를 이용하여 수부 움직임에 대한 객관적인 데이터를 얻었다. 기존 Box&Block Test와 제안한 모션인식과 추적에 의한 수지손상 환자용 진단 및 치료시스템의 성능을 T검정 수행한 결과 통계적으로 유의미한 차이가 없음을 보였으며 수부 움직임의 정량적인 데이터를 통해 정확한 치료성과 판단의 가능성을 확인하였다.

Autonomous-Driving Vehicle Learning Environments using Unity Real-time Engine and End-to-End CNN Approach (유니티 실시간 엔진과 End-to-End CNN 접근법을 이용한 자율주행차 학습환경)

  • Hossain, Sabir;Lee, Deok-Jin
    • The Journal of Korea Robotics Society
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    • v.14 no.2
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    • pp.122-130
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    • 2019
  • Collecting a rich but meaningful training data plays a key role in machine learning and deep learning researches for a self-driving vehicle. This paper introduces a detailed overview of existing open-source simulators which could be used for training self-driving vehicles. After reviewing the simulators, we propose a new effective approach to make a synthetic autonomous vehicle simulation platform suitable for learning and training artificial intelligence algorithms. Specially, we develop a synthetic simulator with various realistic situations and weather conditions which make the autonomous shuttle to learn more realistic situations and handle some unexpected events. The virtual environment is the mimics of the activity of a genuine shuttle vehicle on a physical world. Instead of doing the whole experiment of training in the real physical world, scenarios in 3D virtual worlds are made to calculate the parameters and training the model. From the simulator, the user can obtain data for the various situation and utilize it for the training purpose. Flexible options are available to choose sensors, monitor the output and implement any autonomous driving algorithm. Finally, we verify the effectiveness of the developed simulator by implementing an end-to-end CNN algorithm for training a self-driving shuttle.

Metaverse Based Virtual Reality Space Consulting Service Platform Research and Development (메타버스 기반의 가상 현실 공간 상담 서비스 플랫폼 연구 및 개발)

  • Kim, Jehyun;Oh, Seok-hee
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.4
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    • pp.130-133
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    • 2021
  • Recently, as the expansion of the metaverse accelerated due to the spread of the non-face-to-face trend after the COVID-19 pandemic, various metaverse platforms using it have appeared. In this study, we propose research and development of a virtual reality spatial psychological counseling service platform utilizing the advantages of metaverse. A counseling service platform was developed through virtual reality hardware including Unity 3D game engine and Head Mounted Display. Counseling participants create and participate in their own avatars, and counseling facilitators respond to the situation and environment of the counseling target in various virtual environments. It was attempted to improve the efficiency of the counseling service by allowing the space and counselor avatar to be selected. Furthermore, various interactions were implemented, and development was carried out so that it could be extended and utilized for social activities such as group counseling and general meetings and presentations. In the future, through additional research and development, we will prove the practical effectiveness of the psychological counseling service platform developed by conducting clinical trials under the support of psychological counseling experts and participation in actual counseling.

Immersive urban flood simulation using virtual reality simulation environment (가상현실 모의환경을 활용한 몰입형 도시 침수 모의)

  • Sooncheol Hwang;Sangyoung Son
    • Proceedings of the Korea Water Resources Association Conference
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    • 2023.05a
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    • pp.110-110
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    • 2023
  • 기후변화, 도시화 등 다양한 요인에 의하여 도시 침수 위험성은 더욱 커지고 있다. 높은 인구밀도와 더불어 학교, 병원 등 인프라가 집중된 도시지역의 경우 대규모 홍수가 발생할 경우 수많은 인적, 경제적 피해로 이어지게 된다. 도시지역 내 침수 위험성을 최소화하기 위해 정확하고 빠른 도시침수모형의 개발과 더불어 사전에 이를 최소화하기 위한 방재교육의 중요성이 더욱 강조되고 있다. 가상현실 (Virtual Reality, VR) 기술은 높은 몰입감을 통해 사용자의 자발적 참여를 유도하여 기존의 교육매체 대비 높은 교육적 효과를 보이고 있다. 특히 침수 등 인명피해 위험성을 내재한 재해에의 VR 적용은 위험성을 동반하지 않아 더욱 효과적이다. 종래의 VR 기반 침수 방재교육은 침수의 동수역학적 거동과 대상 지역의 지리적 특성을 적절히 고려하지 못하여 방재교육에는 효과적이나 방재시스템으로의 활용엔 한계가 있다. 본 연구는 몰입형 파랑해석모형인 Celeris Base를 토대로 몰입형 도시 침수 수치모형을 개발하였다. Unity3D로 개발된 Celeris Base는 가상현실 장비인 HMD (Head Mounted Display) 기술을 이용하여 실시간 모의결과를 360도 가상현실 공간 내에 가시화할 수 있다. 도시지역 내 강우에 의한 침수를 모의하기 위해 연속방정식 내에 강우, 침투 항을 고려하였다. 침투모형으로는 도시지역 내 침수모의에 일반적으로 사용되는 NRCS-CN 방법을 사용하였다. 본 연구는 개발모형을 이용하여 2022년 8월 발생한 집중호우에 의한 강남역 일대 침수 사상을 수치적으로 재현하고, 이를 가상현실 모의환경 내에 가시화하였다. 모의결과는 집중호우 발생 시 지형적 특성에 따라 강남역과 역삼역 인근에서 집중적으로 침수피해가 발생하였음을 확인하였다.

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A Study on Production Pipeline for Third Person Virtual Reality Contents Based on Hand Interface (손 인터페이스 기반 3인칭 가상현실 콘텐츠 제작 공정에 관한 연구)

  • Jeon, Changyu;Kim, Mingyu;Lee, Jiwon;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.9-17
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    • 2017
  • This study proposes a third-person virtual reality content production pipeline to provide users with a new experience and presence in a new virtual reality environment. For this purpose, we first create third-person virtual reality content, which includes a story, fun factors, and game characteristic. It consists of a tutorial scene in which a user can pre-learn the proposed interface suitable for a third person different from existing virtual reality content and a content scene that achieves its purpose by using game factors based on the background story. Next, we design an interface suitable for the third-person virtual reality content. This study proposes an interface in which users can interact with a virtual environment or object by using their hand. The proposed interface consists of three steps: character movement, virtual object selection with multiple selection, and 3D menu control using virtual space. Finally, through the survey experiment, third-person virtual reality content produced based on the proposed interface was confirmed to be easily controlled while ensuring high satisfaction.

Stability Analysis of Nonhomogeneous Slopes by Log -spiral Failure Surface (이질토층사면의 대수누선파양에 대한 안정해석)

  • Kim, Yeong-Su;Seo, In-Seok;Baek, Yeong-Sik
    • Geotechnical Engineering
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    • v.9 no.2
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    • pp.41-54
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    • 1993
  • This paper presents the two and three -dimensional stability analysis of nonhom- ogeneous, c-o soil slopes. Potential failure surface is assumed as a logspiral curve refracted in boundaries of layers. In 3-D analysis, rotational soil mass is assumed with a cylindroid central part terminated with plane ends. Seismic force is considered by sesmic intensity. The program developed in this study is compared with the program PCSTABLS. The ratio of three-dimensional minimum factor of safety to two-dimensional case is examined and factor of safety changes are showed for the ratio of cylindroid length to slope height and numbers of slice. On such bases the following conclusions may by made : (1) The program developed in this program is less conservative than the program PCSTABLS. (2) The value of F2 of this study shows the larger differences than that of PCSTABLS with increasing friction angle (3) Factors of safety computed for 3-D geometry differ considerablely from ordinary 2-D factors of safety. Since Fb/F2 exceeds unity, three -dimensional effects tend to increase the factor of safety. (4) As the ratio of three - dimensional failure width of slope height, b/H increase, the value of Fb/Ff decreases and approaches 1.0 when bye is 14. (5) In calculating the factor of safety using the developed program the number of slices is suitable with the ranges of 30-40

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The Point Load Index of the Daegu Shale and its Relation to the Uniaxial Compressive Strength (대구지역 셰일의 점재하지수 특성 및 일축압축강도와의 상관성)

  • Lee, Younghuy;Youn, Chanho
    • Journal of the Korean GEO-environmental Society
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    • v.10 no.3
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    • pp.37-45
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    • 2009
  • The experimental study was carried out to evaluate the characteristics of the point load index and the uniaxial compressive strength of inherently anisotropic shale in the laboratory. In the testing program the effects of size and the shape on the point load index were investigated both in the axial and diametral direction. In general, the point load index of the shale was constant when the length/diameter (L/D) ratio of the specimen is greater than 1.0 in the diametral direction. The point load index in axial direction shows slight decrease as the L/D ratio is increased and the corner breakage was observed when L/D ratio is greater than unity. The minimum point load index was observed in the bedding angle of $\beta=15^{\circ}{\sim}30^{\circ}$ in the axial point load tests and of $\beta=30^{\circ}$ in the uniaxial compression tests. The relationship between the point load index and the uniaxial compressive strength was linear to ${\sigma}_c=25.0 I_{s(50)}$ for the specimen with the bedding plane angle, $\beta$ at the range of $0^{\circ}{\sim}90^{\circ}$. On the other hand, this relationship was appeared linear to ${\sigma}_c=14.4 I_{s(50)}$ when the bedding angle, $\beta$ is fixed to 90${^{\circ}}$ and this correlation is much different from ${\sigma}c=22 I_{s(50)}, which is generally applied to the rock specimen with no bedding plane in ISRM (1985). The anisotropic strength with different $\beta$ angle shows the shoulder type and this can be suitably modelled by the corrected Ramamurthy'(1993)s equation with the index value of 'n' equal to 3.0.

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