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신유균(Yoo Kyun Shin) 대한공업교육학회 1993 대한공업교육학회지 Vol.18 No.2
The purpose of this paper is to deal with the education and training of Engineer, Technician and Skilled Worker in the trends toward Factory Automation (Computer Integrated Manufacturing, Intelligent Manufacturing System) while looking for the right way of formal and nonformal technology education development to build up nation`s competive power. Firstly, this paper involves consideration of industrial structure change and factory automation trends in view of the acceleration of technical innovation, the coming of information Age and the hot global competition. The progress steps and worldwide trends of factory automation, the present situations of Korea are also considered. Secondly, role and function of industrial engineer, technician and skilled worker in connection with factory automation trends are considered together with the structure of industrial engineer, technician and skilled worker class in Korea. The conclusion of this paper is that our formal education should head for Theoretical, Practical and Job-Oriented Education to fullfill Mechatronization, Robotization, and Computerization and should also promote the training, cultivation and redevelopment of technician, and technologist to meet the Technical Innovation, and Glocalization(Globalization+Localization). The utmost goal of inter-relation between education world(technical high school, technical college, etc.) and industry world(company) in supply of engineer, technician and skilled worker should be market oriented, customer satisfaction and construction of relationship between school as a supply source of manpower and industry world as a customer. Also, school should play its role as a supply source of engineer, technician and skilled worker.
수치해석을 통한 건설중장비 유압시스템용 파이프설계에 대한 연구
신유인(Yoo In Shin),이중섭(Chung Seob Yi),한성길(Sung Gil Han),이호성(Ho Seong Lee) 한국기계가공학회 2019 한국기계가공학회지 Vol.18 No.9
We herein propose a systematic design method of hydraulic pipes used in heavy construction equipment. We found that even though many design studies have been conducted regarding major hydraulic components such as pumps, cylinders, and control valves, studies regarding the optimal design of hydraulic pipes are scarce. In this study, the design of four types of pipes is considered: two high-pressure and two low-pressure pipes. First, fluid flow analysis was conducted based on oil flow and pressure for various radii of curvature. For a check-valve pipe, we considered the location of an inlet pipe. We could visualize fluid flow inside the pipe according to the flow velocity and pressure distribution. Based on fluid flow analysis, we conducted a structural analysis that revealed the stress distribution and concentration for each pipe design. We selected the best design parameters for each pipe design, fabricated the pipes, and subsequently tested them for validity.
PCIT를 활용한 연극치료 프로그램 개발 및 적용 효과
신유나(Shin Yoo Na) 한국연극예술치료학회 2018 연극예술치료연구 Vol.- No.8
이 연구는 부모와 자녀 관계에서 상호작용의 어려움을 갖고 있는 대상으로 PCIT를 활용한 연극치료 프로그램을 실시하여 프로그램 개발과 상호작용에 어떤 변화가 있는지를 알아보고자 하였다. 연구자는 부모-아동 관계에서 서로의 감정을 공감하고 이해하는 과정을 통해 긍정적 관계를 경험하고 부모에게는 훈육에 대한 코칭을 아동에게는 자기 스스로 지지하는 힘을 얻고 부모-아동 관계를 향상시키며 애착관계를 재형성할 수 있도록 돕고자 하였다. 본 연구의 결과 모는 긍정적인 부모기술을 익히고 자신의 감정 전달에 대한 부적절함을 인식하고 적절하게 대응하는 방식을 배웠다. 아동은 모가 느꼈을 감정을 이해를 할 수 있었고 모의 부정적 감정에 회피하지 않고 효율적인 상호작용 반응을 보이며 보다 협조적인 반응 행동을 향상시켰다. The purpose of this study the outline the development of drama therapy programs based on parent–child interaction theory parents and children who have problems interacting, and to examine the effects of these programs. By encouraging parents and children to begin understanding each other s feelings the researchers attempted to cultivate positive parent–child relationships, foster improve parental relations , and reshape attachment relationships. The programs helped parents learn more positive parenting techniques recognize the inadequacy of their emotions, and be able to respond appropriately to their own feelings. Similarly, children were able to better understand their mothers’ emotions and improve the effectiveness of their interactions.
브랜드쉐입을 이용한 캐릭터제작 파이프라인 구축에 관한 연구 -캐릭터 모델링 Exporting UI-
신유성(주저자) ( Yoo Sung Shin ) 커뮤니케이션디자인학회 2014 커뮤니케이션 디자인학연구 Vol.49 No.-
영화, 게임, 광고, 애니메이션, 영상산업의 발달로 인하여 다양한 3D 캐릭터제작이 요구되고 있다. 그러나 3D 캐릭터제작은 많은 시간과 노하우가 필요하여 콘텐츠제작비용의 증가와 제작인력의 숙련도가 필요하다. 이러한 비용과 제작인력증가의 문제점을 해결하기 위해 3D 캐릭터제작 공정을 효율적으로 구성할 필요가 있다. 이 연구에서는 애니메이션 기능중 하나인브랜드쉐입을 사용하여 모델링과 Set-Up 과정에 필요한 마스터 캐릭터제작 브랜드쉐입을 구축하고, 기존 브랜드쉐입 윈도우의 단점을 보완하기 위하여 마야에서 제공하는 프로그램 언어인 Python을 이용하여 사용자가 직관적으로 사용 할 수 있는 새로운 UI를 제작하여 애니메이션 작업 및 영화후반작업에 필요한 다수의 캐릭터를 효율적으로 관리할 수 있도록 하였다. With the development movies, games, advertising, animation, and video industry, a variety of 3D character creation has been required. However, 3D character creation is required a lot of time, also skill of the production staff and production cost. In order to solve the problem of increase of the production staff costs, it is necessary to effectively configure the process of 3D character creation pipeline. In this study, propose to make a character Exporting UI using Autodesk Maya, based on the Blend shape one of the animated feature. I will take a look at the method of Blend shape feature such as master character creation and target object for variety proportion of human character. A character Exporting UI that can be created a large number of 3D characters for animation production and efficiently managed character modeling pipeline.
신유인(YOO IN SHIN),이진영(Jin-young Lee),송철기(Chul Ki Song),박중환(Jung-wan Park),정종규(JONG KYU JEONG),신현호(Hyun Ho Shin) 대한기계학회 2010 대한기계학회 춘추학술대회 Vol.2010 No.11
Transmission is one of the important parts to transmit power from engine to wheels. The lightweight in vehicle can reduce the engine power requirement, and can improve dynamic performance, and fuel efficiency of vehicle. For achieving the gear lightweight without changing tooth shape, face width and module, the body design of gears was modified in this research. Also structural stability was verified by using ANSYS.
페이셜 애니메이션을 위한 얼굴 모델링 토폴로지 제안 -얼굴 해부학을 중심으로-
신유성(주저자) ( Yoo Sung Shin ) 커뮤니케이션디자인학회 2013 커뮤니케이션 디자인학연구 Vol.45 No.-
이 연구에서는 얼굴뼈의 구조와 얼굴근육의 구조,특히 입 주변 근육의 움직임과 형태, 눈 주변 근육의 움직임과 형태를 해부학을 중심으로 살펴보고 Autodesk Maya를 사용한 모델링의 방법과 종류 및 장단점을 파악하며 얼굴 모델링의 방법 중 형태를 중심으로 작업한 모델링에 대한 토폴로지의 문제점과 움직임이 가능한 토폴로지로 구성하는 방법을 제시하여 페이셜 애니메이션에 적합한 얼굴 모델링의 토폴로지를 쉽게 제작하는 순서와 방법 그리고 디자인과 해부학적구조에 따른 토폴로지의 구성, 폴리곤 모델링의 주의사항을 살펴보고 적절한 토폴로지 구성을 제안하여 섬세한 페이셜 애니메이션 제작에 적합한 캐릭터 얼굴모델링의 구조와 규칙을 제안한다. Facial expressions caused by facial bone structure and muscle structure of the face, especially around the mouth and eyes area. The shape of the muscle and movements can make various and delicate facial expressions. When we work on facial animation, the modeling data have to have correct movement of the facial muscle. In this study, propose to make a face modeling topology for facial animation using Autodesk Maya, based on the facial anatomy. I will take a look at the method of modeling such as NURBS, Multi-patch and Polygonal modeling also study about advantage and disadvantage of each method of modeling. This topology base on facial muscle structure and movement of facial expressions. Also we are take a look at the different topology with realistic character, cartoon character and animal character.