The objectives of this study are to explore the information source, assessment, and preferred styles of 3D virtual influencers(VI), to investigate the expected impact of advertisements with 3D VIs on brands, and to explore ways of expanding the use of 3D VIs. In-depth interviews with 40 males and females in their 20s and 30s were conducted and qualitative data were analyzed. The study results are summarized as follows. First, the information source of the 3D VI was SNS, acquaintances, and broadcasting. Second, 3D VIs were considered positively due to their attractive appearance, wide utilization, innovative use, freshness, separation from private identity, and time and cost savings, while considered negatively due to their unrealistic appearance and antipathy against replacing a person’s role. Third, the preferred appearance styles of the 3D VI differed according to the level of virtuality although the majority of interviewees preferred similar looks to real people with low virtuality. Fourth, diverse image qualities such as innovative, differentiated, trendy, high-value, professional, and future-oriented were considered as transferred to the brand advertised by 3D VIs. Fifth, advertisements with 3D VIs may help build positive perceptions of advertised brands that may lead to purchase behaviors for some consumers. Lastly, to expand the use of 3D VIs, the specific advantages of virtual models should be maximized with consideration of how to implement a variety of body types and images of models. Findings present an important foundation to generate strategies to better apply 3D VIs to the fashion market.
FDM 3D printing structures have rough surfaces and require post-treatment to improve the properties. Fumigation is a representative technique for removing surface unevenness. Surface treatment by fumigation proceeds by dissolving the surface of the protruding structure using a vaporized solvent. In this study, 3D printed PVB outputs are surface-treated with ethyl-alcohol fumigation. As the fumigation time increases, the surface flattens as ethanol dissolves the mountains on the surface of PVB and the surface valleys are filled with dissolved PVB. Through the fumigation process, the mechanical strength tends to decrease, and deformation rate increases. Ethanol vapor permeates into PVB, widening the distance between chains and resulting in weak bonding strength between chains. In order to confirm the effect of fumigation only, an annealing process is performed at 80 oC for 1, 5, 10, 30, and 50 minutes and the results of the fumigation are compared.
The purpose of this study was to establish the optimum experimental conditions by investigating the relationship between the nine experimental conditions using Taguchi technique. Through experiments, we found that the weight, thickness, and length of the sample were most affected by the angle at which the sample was installed, while the width had the largest influence on the sample's x-axis and the inner diameter. It was confirmed. Therefore, through this experiment, it was confirmed that the installation angle of the product had the greatest influence on the error occurrence of the product during 3D printer processing.
In recent years, studies on various 3D scanner applications, including those on quality control and reverse engineering, have been conducted in the shipbuilding industry. Appropriate scanner selection, scanning environment setting by targets, and data postprocessing are essential for effective 3D scanning projects for small crafts. In this study, a non-contact handheld-type 3D scanner was used for molds and hull products for the 10– 30-ft class of small crafts. Small crafts have fewer geometric features and several glare surfaces; thus, anti-glare and texture feature addition preprocessing is critical. The 3D scanning results are used for geometry quality control of single panels and curved surfaces in craft hulls. Consequently, international rule-based weight estimation calculation sheets have been developed and applied for product weight quality control.
The purpose of this study is to create a shirt sloper suitable for an elderly male body shape by producing virtual models using a 3D-virtualization program, making a torso prototype using the Yuka CAD system, and employing 3D simulation to virtualize and calibrate the model. First, the following three types of obese dummies are implemented through the CLO 3D program: Type 1 exhibits body fat in the lower body; Type 2 exhibits an obese abdomen; and Type 3 displays a balanced form of obesity. Second, for the design of the shirt pattern, the waist back length (measured value+1), back armhole depth (C/10+12+3+0.5~1.5), front armhole depth (back armhole depth 0~1), front interscye (2C/10‒1+0.5‒0.5), armscye depth (C/10+2+3.5+ 0.5), back interscye (2C/10‒1+1), front chest C (C/4+2.5+1), back chest C (C/4+2.5‒1), front hem C (C/4+2.5+1(+2)), back hem C (C/4+2.5‒1(+2)), cap height (AH/3‒5), and biceps width (Front AH‒1, Back AH‒1) are calculated. Third, the virtual attachment of the shirt pattern is resolved by increasing the front and back armhole depths, and the front and rear wrinkles are improved by adding a back armhole dart. The front hem lift and lateral pull caused by the protrusion of the abdomen are amended by increasing the margin of the chest, waist C, and hip C, with the appearance improved by balanced margin distribution in the front, back, and side panels. The improved retail pattern with an increase in the front armholes C was balanced on the torso plate.
PURPOSES : This study is a method for developing a 3D stratum modeling that uses Civil3D, CAD, Revit, and Dynamo, the products of Autodesk and ground survey data to prevent reversal and applying BIM design to underground structures.
METHODS : If the ground level difference is severe and the survey data is not sufficiently spaced, a reversal phenomenon occurs such that the stratum is generated above the surface ground. In such cases, the first layer of the stratum can be offset from the ground surface and the remaining layers are created and utilized by the stratum thickness. However, the first layer is just offset from the ground surface, which is not an accurate implementation of geological information. To fix this error, we propose a method to calculate the quantity in 3D based on the algorithm that generates the stratum underneath the original ground surface connected with borehole data.
RESULTS : The 3D stratum is designed to be implemented within 30 min with minimum memory resource occupancy. The ground surface is generally based on a digital map and can be linked with a drone and 3D scan data afterwards. The stratum model for each layer can be implemented in both a triangulated irregular network (TIN) and solid for quantity and volume calculations. Each layer will be generated in selected colors, and analysis on altitude, gradients, etc. can be performed with it.
CONCLUSIONS : Constructing 3D spatial information using 2D information is expected to lay the foundation for providing required services in construction, real estate, architecture, urban planning, and transportation in the future, to users with integration and convergence into various fields such as BIM, smart city, digital twin, and VR-AR.
국내에는 독자적으로 연구가 수행되어 개인적으로 보관 중인 지질 연구 자료가 다량 존재하는데, 이 자료에 대한 접근성이 떨어지기 때문에 다른 연구자들과의 공유가 용이하지 않다. 이런 자료에 대한 메타데이터를 체계적으로 구축하고 총괄적으로 관리하여 이 자료를 필요로 하는 연구자들이 효과적으로 연구를 수행할 수 있는 기회를 제공하는 것이 이 연구의 목적이다. 국내에서 연구된 약 1000여개의 지질 시료(900여개의 암석과 화석 시료, 100여개의 박편 시 료)를 수집하였고, 각 시료의 고화질 사진, 분류, 시료명, 보유기관, 산지, 좌표, 특징 등에 대한 메타데이터를 구축하였다. 암석과 화석 시료 100개에 대해 추가적으로 3D 모델링을 수행하였다. 이 연구를 통해 유실되거나 방치되는 중요한 지질 자료에 대한 연구자들의 접근성이 높아지고 자료의 공유가 가능해진다. 따라서 연구자들은 반복적인 연구 자료 수 집 작업으로 인한 시간과 비용의 낭비를 줄일 수 있고, 효율적인 연구를 수행하여 경쟁력을 갖춘 연구 결과를 획득할 수 있다. 또한 이미 확보된 시료에 대한 무분별한 반복 채집으로 인해 중요한, 그리고 피해에 취약한 자료가 훼손되는 것을 방지할 수 있다. 향후 전국의 대학과 연구기관에서 보관중인 다양한 암석과 박편 시료에 대한 메타데이터를 추가로 구축하면 자료의 식별 및 진전된 연구가 가능하고, 더불어 전문적인 광물학 및 암석학의 기초 지식에 대한 비교와 분석을 기대할 수 있다.
In the era of the Fourth Industrial Revolution, Various attempts are being made to converge new industries with IT industry to find new growth engines in the field of IT, maximizing efficiency in terms of productivity. 3D printers are also related to this, and various studies have been conducted worldwide to utilize them in the construction industry. At present, there is an active effort to study atypical structures using 3D printers. The most widely used method is the use of glass panels, however, the additional cost of the manufacturing process and thus the overall project cost cannot be ignored. In addition, the construction of the curvature of the existing two-way curved surface in the conventional flat joint method is not suitable for implementing an amorphous shape. In this paper, we propose an optimized shape through Abaqus analysis of various shapes of Space Truss interior using 3D printing technology using polymer.
편집이라는 작업은 1895년 이후 110년 동안 다듬어진 2차원 영상 문법의 기술적 요소이자 쇼트(컷)를 연결하는 연출의 핵심이었다. 그러나 2013년 <Windy Day>가 나오면서 영상 문법에 대한 새로운 담론을 요구하고 있다. <Windy Day>는 프레임이 없이 360도 감상이 가능하며 시선과 연동하여 캐릭터 행동과 쇼트의 길이가 달라지는 리얼타임 360 도 3D애니메이션으로서 VR콘텐츠의 출발점이 되었다. 본고에서는 이러한 <Windy Day>의 의의를 소개하고 그동안 VR콘텐츠를 시점과 서사구조, 프레임 등의 개념으로 분석한 것과 달리 ‘인터랙티브 편집’이라는 새로운 시각으로 분석하였다. ‘인터랙티브 편집’은 본 연구에서 처음 제안하는 개념으로서 실시간 3D애니메이션의 속성인 시점에 따라 상호작용으로 영상 쇼트의 연출, 쇼트의 길이와 연결 등 편집적 행위가 실시간으로 발생한다는 점에 집중한 것이다. <Windy Day>는 롱테이크 형식으로 하나의 쇼트만 존재하므로 편집의 의미에 맞는 분석을 위해 공간의 변경에 따른 ‘암묵적 쇼트’를 정의하였다. <Windy Day>에는 350도로 주관적 감상이 가능한 8개의 ‘암묵적 쇼트’가 있으며 각 쇼트를 자연스럽게 연결하기 위해 시점을 유도할 수 있는 캐릭터의 액션과 장면 전환 명령을 위한 공간 트리거를 발견할 수 있었다. 연구가 개발자에게는 다소 기초적인 내용일 수 있으나 영상산업 발전의 중요한 계기가 된 ‘영상 편집’을 인터랙티브 개념으로 정의하고 <Windy Day>를 소개함과 함께 내용을 분석하였다는 데 의의를 찾을 수 있다.
This study is based on a representative body shape drawn from previous studies that classify adult male torso shapes. In this study, a design method is proposed by developing a tight-fit pattern that can be easily developed into various items and designs using the body surface development figure. This is obtained by converting the 3D body shape of the model representing the representative body shape. The specific design method was conducted as follows. Actual measurement values were used for waist back length, waist-to-hip length, shoulder length. The scye depth was determined as C/4–1.7 cm, and the front and back Interscye was set at (1/2 × actual measurements)–0.2 cm. The front-back neck breadth was set to (1/5 × base neck circumference)–1.3 cm and (1/5 × base neck circumference) cm. The front-back neck depth was set to (1/5 × base neck circumference)–1.2 cm and 3.5 cm. Front chest circumference was C/4–1 (front-back difference)cm; (1/4 × back chest circumference) was C/4 + 1 (front-back difference) + 0.3 (dart amount) cm. Front waist circumference was W/4–0.2 (front-back difference) + 2.2 (dart amount) cm; back waist circumference was W/4 + 0.2 (front-back difference) + 2.5 (dartamount) cm; front hip circumference was H/4 + 0.2 (ease) + 0.2 (front-back difference) cm; and back hip circumference was H/4 + 0.2 (ease)–0.2 (front-back difference) cm; Front droop was 1.6 cm. The newly developed tight-fit pattern is expected to be of great use as a basis for garment construction.