• Title/Summary/Keyword: virtual views

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A study on 3D Modeling Process & Rendering Image of CAD Program-With Case study on Cellular Phone Design- (캐드에 의한 3차원 모델링 제작과정과 렌더링 이미지 연출에 관한 연구-무선 이동 전화기 디자인 사례를 중심으로-)

  • 이대우
    • Archives of design research
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    • no.18
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    • pp.25-34
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    • 1996
  • Industrial design development methods and processes have changed in accordance with Industrial Information Age. These days, problems are created by existing methods and evaluation of design value , all problems concerned with time and finances sitaution have been made a subject of discussion. Development of design processes have been changed by the development of problem recognition and solving tools, and dpsign tpchnulugy havp hppn replaced by computer technology,Thus. software design processes linking thoughtware to hardware are used in the solution of design problems with many parts. In this study, 3D Modeling samples are presented, 3D Modeling can realise ' Ideas' to '3Dimentional Virtual Ohjects'. These effect and value are anle to decisively influence the process of design problem conference-ebealuation-solution.Proxesses of actual modeling and rendering are made as follows. By compusition of simple 20 drawings and shaping them into 30 objects, 30 solid models can be made. To prssent effectivley, we can make a sample model by varying camera views,light sourses,materials and colours etc. This sample is evaluated by various cumposition, methods and PERT(Program Evaluation and Review Technique). This cuncrete sample (tentative plan)is changed within the CAD SYSTEM by design evaluation, and then converted to flowchart of mass productive conception through refined data. So, that tentative plan can be conformed to design desire actuillly, to the utmost degree. Finally, this design process can be proposed as il new method in cuntrast with current methods. The aim of this study is to suggest effective evaluation methods of design outcome among many evaluating elements.

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Causes of Cyber Sickness of VR Contents: An Experimental Study on the Viewpoint and Movement (VR 콘텐츠의 사이버 멀미 유발 요인: 시점과 움직임의 효과에 대한 실험 연구)

  • Jung, Ji-Young;Cho, Kwang-Su;Choi, Jinhae;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.200-208
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    • 2017
  • Despite a rapid market growth in VR, cyber sickness has become the most serious problem in terms of user experience. The aim of this study is to verify whether there are differences in user's perception of cyber sickness by the point-of-view and the movement in VR contents. An experimental testing of game playing with VR headset was conducted on the effects of two conditions: first-person and third-person views in the point-of-view condition, and yaw - pitch rotations in the head movement condition. The results showed that cyber sickness worsened in the first-person point-of-view and in the yaw rotation movement. Point-of-view and movement had main effects on the cyber sickness, but an interaction effect between point-of-view and movement was not found. Based on the findings, along with reducing VR sickness, we proposed practical implications for VR contents planning for building balanced VR user experience. Positive VR experience can be reinforced through visual design, multi-modal interface design, and experience marketing for the optimal level of contents immersion. A future research was suggested on the roll rotation for diverse content genre development.

Simulation Techniques for Mid-Frequency Vibro-Acoustics Virtual Tools For Real Problems

  • Desmet, Wim;Pluymers, Bert;Atak, Onur;Bergen, Bart;Deckers, Elke;Huijssen, Koos;Van Genechten, Bert;Vergote, Karel;Vandepitte, Dirk
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2010.05a
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    • pp.49-49
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    • 2010
  • The most commonly used numerical modelling techniques for acoustics and vibration are based on element based techniques, such as the nite element and boundary element method. Due to the huge computational eorts involved, the use of these deterministic techniques is practically restricted to low-frequency applications. For high-frequency modelling, probabilistic techniques such as SEA are well established. However, there is still a wide mid-frequency range, for which no adequate and mature prediction techniques are available. In this frequency range, the computational eorts of conventional element based techniques become prohibitively large, while the basic assumptions of the probabilistic techniques are not yet valid. In recent years, a vast amount of research has been initiated in a quest for an adequate solution for the current midfrequency problem. One family of research methods focuses on novel deterministic approaches with an enhanced convergence rate and computational eciency compared to the conventional element based methods in order to shift the practical frequency limitation towards the mid-frequency range. Amongst those techniques, a wave based prediction technique using an indirect Tretz approach is being developed at the K.U.Leuven - Noise and Vibration Research group. This paper starts with an outline of the major features of the mid-frequency modelling challenge and provides a short overview of the current research activities in response to this challenge. Next, the basic concepts of the wave based technique and its hybrid coupling with nite element schemes are described. Various validations on two- and threedimensional acoustic, elastic, poro-elastic and vibro-acoustic examples are given to illustrate the potential of the method and its benecial performance as compared to conventional element based methods. A closing part shares some views on the open issues and future research directions.

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An Analysis on the Title Sequence of Disney Full-length Animation (디즈니 장편애니메이션 타이틀 시퀀스 분석)

  • Kim, Seol-Mi;Kim, Kyu-Jung
    • Cartoon and Animation Studies
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    • s.39
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    • pp.183-214
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    • 2015
  • For a long time, Disney has made animations including world views such as family-focused, conservative ideology, happy ending, etc. for families. Periodical situation and spectators' demands have been changed little by little, but Disney is still a company who is the most successful both nominally and virtually in animation industry. For the secrets of their success, there is fantasy world of fabricated animation, thoroughly organized story and image. When spectators watch animations, their sufficient immersion in the fantasy is to let them forget realities. In the introduction of Disney animations, spectators turn off the switch of realities and turn on the switch of fantasy world through the procedure to recognize and confirm virtual world sufficiently. In the switch of the introduction used frequently by Disney, there are four methods. First is to start while opening the cover of storybook. Second is to start while storyteller gives a talk directly. Third is to start with live action film and continue to animation. Fourth is musical method. Those four switches play a role of the gate which distinguishes spectators' realities from Disney's fantasy clearly. The process makes an opportunity to set spectators who feel uneasy due to the vague boundary between realities and fantasy at ease and let them immerse in animation sufficiently with mind at ease.

The World View of the Middle Ages Fantasy Game (중세 판타지 게임의 세계관 연구)

  • Seo, Seong-Eun
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.114-124
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    • 2009
  • 73 percent of online games in Korea hold perspectives of medieval times in them. So far in history, about a millennium in medieval times is said to be a period of darkness and savagery, but it is newly revived in the digital virtual world. Such phenomenon is paradoxical and meaningful to often bring out 'medieval times' as a theme for online games, which are revealed by up-to-date technologies in present days. This research examines the background of views of medieval times appeared in online games and how they are realized. Medieval fantasy games have appeared because people dream about escaping from pre-modem times and have fantasy about medieval times. Moreover, perspectives of medieval times have enormously influenced background epics, quest stories, creation of characters in a game scenario. The dual structure having coexistence of nature and super naturalness acts an important role to set up the epic for medieval fantasy games. And medieval romance literature, which has a three-step quest narrative of 'targeting - adventure and fight - achievement' is reflected in a quest story of medieval fantasy games. The strict pyramid system represented by feudalism forms a meaningful metaphor for designing characters, and players organize communities for online games through horizontal collective consciousness in such vertical system of history at the same time.

A Study on the Precedents Changing Related to International Jurisdiction in Electronic Commerce-Focused on U.S. Cases- (전자상거래의 국제재판관할 관련 판례변화에 관한 연구)

  • Woo, Kwang-Myung
    • International Commerce and Information Review
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    • v.13 no.3
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    • pp.3-29
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    • 2011
  • The Internet has become a medium through which people engage in increasingly sophisticated transactions. Businesses and consumers now use the Internet to communicate and engage in commercial transactions creating a virtual worldwide marketplace. They fear that the determination of Internet jurisdiction could be uncertain because electronic commerce is not executed in one particular place. Until now, there are no specific rules in the model laws and conventions dealing with international jurisdiction in electronic commerce. Due to the fact that U.S. companies are at the forefront of Internet technology, litigation regarding electronic commerce in the U.S. is more advanced than anywhere else in the world This paper analysis the basic framework for personal jurisdiction and approach for determining international jurisdiction in electronic commerce cases and explain the differences of several approaches involving interactions over the Internet. According to jurisdiction approach test, the U.S. employs sliding scale, effects and targeting test in electronic commerce. In recent many research views the targeting test as a global standard for determining international electronic commerce jurisdiction. However, there is still no clear indication of conclusive test of jurisdiction determination for electronic commerce. Therefore, it is a changing and process of jurisdiction test in the U.S. cases. In Korea, there is jurisdiction related clause in Private International Law, but it may be asked whether applicable in electronic commerce. Accordingly, analysis of the precedents changing related to electronic commerce jurisdiction of U.s. is full of suggestions in Korean companies, consumers and helps an enactment of code of civil procedure that containing many group's demands.

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Study on Amenity and Economical Efficiency of Multi-functionality on the Grassland (초지형 축산의 어메니티 및 경제성 평가에 관한 연구)

  • Cheon, D.W.;Lee, S.Y.;Park, M.S.;Park, H.S.;Hwang, K.J.;Yun, S.H.;Ko, M.S.
    • Journal of The Korean Society of Grassland and Forage Science
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    • v.27 no.4
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    • pp.297-312
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    • 2007
  • This study is conducted to evaluate economical value of Jeju grassland and validity of its preservation, and draw up several measures to support. To measure its economical value, this study examined its environmental value and social and cultural value. For environmental value, this study used replacement method while it applied CVM method, a widely used method, to assess social and cultural value and two-level two-best choice selection method, which ask questions by assuming virtual circumstances to avoid reflecting some biased opinions. Jeju grassland has multiple functions-environmental functions such as preventing soil corrosion and flood, handling animal excrement, and purifying air, and social and cultural functions such as promoting physical and mental health and providing recreation places. From the results of the feasibility study, Jeju grassland's annual multiple functions are assessed to have a total $397,115{\sim}418,995$ million won worth. In addition, it is found that Jeju visitors recognize Jeju grassland for its functions to contribute to public interests. That is, they think it can provide attractive views and educational and recreational places and promote emotional development. Especially, many people presented their ideas that it be continuously preserved since it is worthwhile for us and our next generations. To preserve grassland's cultural resource, which create a huge economic value like this, the Government has to support a certain amount of financial aid for turning to a better grassland environment and its maintenance to realize environment-friendly livestock farming on Jeju Island and promote its tourism industry and consequently, add more value to Jeju.