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      • 미세 구멍가공을 위한 Micro-drill의 최적 형상 설계

        권지용 全州大學校 大學院 2003 국내석사

        RANK : 247631

        Drill processing is the most basic processing method among machine processing methods and it is gradually change to high-speed process for the productivity improvement. Also, the drill process required a miniaturization and deep hole drilling associated with the trend of high technology, varieties, and miniaturization of electronic products. Specially, recent development of high technology medical system or advanced material of small size element requires a nano-micrometer size of drill process, and development of micro-drill for the element process and evaluation of the process of the element could be prominent facing project. In the nation, the importance of the micro process technology recognized for a high technology medical system, a miniaturization of penetration hole with the improvement of the VLSI which is required on the computer circuit board, a development of new resin, a high density multi-layer wiring of circuit board, and a development of miniature part with high technology accumulation. This research studied basic design factor for development of micro-drill less than 0.3mm diameter with hard metal material and carried out optimum shape design based on results of above study. The finite element analysis was applied for the stiffness analysis of the drill and simulation of modeling with three dimensions used for the shape design of each element of and overall drill. The productivity such as tool life and process quality(e.g., roundness and straightness) was considered for the optimum shape design as high speed tool. This research also established a basic process technique of the micro-drill based on results of the performance test of manufactured drill by this research.

      • Cartoon stylization for character animation

        권지용 Graduate School, Yonsei University 2011 국내박사

        RANK : 247615

        While researchers have developed many novel methods to automatically generate realistic character motion, they are not suitable for producing cartoon-style animation which has a different nuance. A few methods have been introduced for a cartoon stylization for a given animation data; however, the previous methods only considers the rigid movement of the character. We attempt to develop the techniques that can perform the non-rigid exaggeration of the character motion. In this thesis, several exaggeration methods that can imply the squashing and stretching of the character links are introduced, which are developed by formulating the principles or rules in the animation literature. We first present several position-based spatial exaggeration techniques that deforms joint positions. In according to the animation principles, the joint positions are spatially exaggerated. The trajectory-based motion exaggeration method exaggerates the trajectory curve of each joint, and the pose-based motion exaggeration method globally deforms the pose in order to make the squashed or stretched pose by modeling it as a covariance matrix of joint positions. Second, we introduce position-based time-warping techniques that exaggerate the motion temporally by applying an individual time-warping function to each joint. We introduce two filters: the squash-and-stretch filter and the slow-in and slow-out filter, which endow the character with appropriate cartoon effects based on the principles. Furthermore, the optimized time-warping technique is introduced, which is based on the constrained optimization for the joints. Third, we present the sub-joint hierarchy which is made by dividing the original links into shorter sub-links in order to obtain smooth, rubber-like motion. Additionally, the mass-spring system can be applied to generate a physically plausible follow-through effect. We present a lot of results generated by our stylization methods. Comparison of our results with the previous methods and the computational cost of our methods are presented. By performing a user survey, we prove that the motion created using our method is similar to that used in 2D cartoon animation and is funnier than the original motion for human observers. Finally, we developed the experimental animation authoring system that integrates our stylization methods and show two cartoon animation scenes using the system.

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