• Title/Summary/Keyword: 가상생산 기술

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Intranet을 기반으로하는 조선소 동시공학 지원시스템 Framework

  • 이창호
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1996.10a
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    • pp.262-266
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    • 1996
  • 동시공학적 개념을 선박의 설계에 적용하기 위하여 동시공학 지원 시스템을 구축하는 방법을 제시함이 이 연구의 목적이다. Intranet기술의 개방성과 경제성을 이용한 시스템 개발은 조선 산업의 특성에 맞는 지원체계를 구축하는데 합리적인 대안으로 여겨진다. 그간의 동시공학 적용노력인 단위 시스템의 개발을 통한 방식에서 벗어나 정보시스템과 통합을 가능하게 하는 Intranet 방식은 설계와 생산, Life-cycle정보의 통합을 가능하게 해주는 Framework을 제공해 줄 수 있다. 동시공학 지원 시스템의 주요기능의 파악과 필요한 요소기술들의 경향분석을 이 연구의 주내용으로 하고 있다. 가상 설계의 기능, 동시공학 팀의 Workflow, 의사소통 지원, 데이타베이스 검색, 관리, 타시스템 연계, 설계 데이타 view등이 주요 필요 기능으로 여겨진다.

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Virtual White-light Scanning Interferometer (가상의 백색광 주사 간섭계의 개발)

  • 김영식;김승우
    • Proceedings of the Optical Society of Korea Conference
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    • 2003.02a
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    • pp.88-89
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    • 2003
  • 산업이 고도로 발달함에 따라 생산 부품의 소형화와 정밀도가 크게 요구되고 있다. 특히 최첨단 제품인 반도체와 광통신 부품, 그리고 광학 부품 등에 있어 이러한 추세가 두드러지게 나타나고 있다. 이에 따라 이들 부품들에 대한 제조 공정 못지 않게 초정밀 측정에 대한 관심도 꾸준히 늘고 있다. 뿐만아니라 요즘 새롭게 부각되고 있는 생명 공학 기술(Bio-Technology)과 나노기술(Nano-Technology)을 이용한 바이오센서나 칩, 그리고 타소 나노 튜브 등을 제작하거나 검사를 할 때도 초정밀 측정을 필요로 하게 된다. (중략)

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클라우드 기반 스마트팜 기술

  • Lee, Se-Yong
    • Information and Communications Magazine
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    • v.34 no.1
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    • pp.51-57
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    • 2016
  • 우리나라 농업은 농가 경영 여건이 열악하고, 농산물 수입 확대 등 불확실성 확대로 어려움에 처해 있다. 생산성 향상 등 경쟁력 강화가 강력히 요구된다. 정부와 민간 모두 농업 경쟁력 강화를 위해 스마트팜 보급에 나서고 있다. 본고에서 제시한 클라우드 기반 스마트팜 서비스는 스마트팜 운영에 필요한 각종 기기를 클라우드 상에서 운영하는 방식이다. Stand-Alone방식 스마트팜에서는 온실별로 설치하는 센서, 제어기, 운영PC 등 각종 장치들을 가상화하여 서비스의 형태로 제공하는 기술이다. 클라우드 기반 스마트팜 서비스는 사용자 관점에서 필요한 기능만을 서비스의 형태로 적용하기 때문에 도입비를 획기적으로 낮출 수 있고, 설치 및 관리가 용이하다.

Development of virtual reality contents for vocational education Research on Semiconductor production line Clean Room Tour (직업교육을 위한 가상현실 콘텐츠 구현 반도체 생산라인 클린룸 투어 VR 중심으로)

  • Lee, Sun-Min
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.191-197
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    • 2023
  • The purpose of the study was to provide an educational environment for designing and producing virtual reality practice contents that can be used in semiconductor production lines and clean rooms. Through this process, the user can acquire practical knowledge through experiences close to reality, such as experiencing the main semiconductor solar cell manufacturing facilities as well as procedural knowledge before and after entering the clean room.. In particular, it provides users with an immersion experience close to reality by creating an environment for experiential content necessary for semiconductor and solar cell manufacturing processes and clean room entrance procedure experiential content, which is expected to improve education immersion, realism, cost, efficiency, and education satisfaction. Depending on the characteristics of Dangerous, Impossible, Counter-productive etc, immersive content makes learners immersed in the learning content, induces proactive/active learning, and embodies the learning content, resulting in positive results in the field of improving educational effectiveness.

Development of Black Liquor Multiple-effect-evaporation Process Model to Predict Steam Savings (스팀 절감량 예측을 위한 흑액 다중 효용 증발 공정 모델 개발)

  • Kim, Yurim;Lim, Jonghun;Choi, Yeongryeol;Kim, Taebok;Park, Hansin;Cho, Hyungtae;Kim, Junghwan
    • Korean Chemical Engineering Research
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    • v.60 no.1
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    • pp.25-33
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    • 2022
  • This study developed the black liquor evaporation process models using the multiple-effect-evaporator according to the number of effects to predict steam consumption. The developed models were divided into the black liquor preheating and evaporation processes, and a virtual reboiler was added to predict steam consumption. In simulation results, the steam consumption in the double-effect-evaporator was decreased by 48.9 %, and as the number of effects increased, the steam consumption was decreased. Finally, the steam consumption in the octuple-effect-evaporator was decreased by 61.2 %. Also, this study suggests a strategy for deriving the optimal number of effects in the process by analyzing the latent heat recovered from the saturated vapor produced in the multiple-effect-evaporator and the amount of saturated vapor produced by each effect.

Vizrt Engine-Based Virtual Reality Graphics Algorithm A Study on the Basic Practical Training Method (Vizrt 엔진 기반 가상현실 그래픽 알고리즘과 기초 실습 교육 방식의 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.197-202
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    • 2019
  • In the era of the fourth revolution, interest in content production using proven engines in the broadcasting sector, such as Vizrt, is growing. The new visual effects required in the 5G era are critical to content production training. Vizrt has a good production time utility and affordability for broadcast and media content. In this paper, we are going to use this to present a practical case of the theorem and application of the basic training course in the production of virtual content, and to present the basic training direction. In the introduction, the graphic algorithm analyzed and studied the characteristics and environmental factors of the Vizrt engine. In this paper, the production process was studied separately, and the work carried out through engine implementation was presented. The VS Studio Foundation was provided as a practical production case at each stage. The Vizrt engine operator process is important in graphic approach and application, and through the results of the lecture, the method of understanding and implementing algorithms for virtual reality perspective suitable for basic learning was studied. Based on practice, the research method of main theory was to create Vizrt contents specialized in 5G contents work in each sector and to implement graphic production in new areas from contents image. Through this study, we came to the conclusion of the basic training method through virtual reality content work based on Vizrt by practicing content creation according to the subject. It also proposes the effect of creating Vizrt content and the direction of building Vizrt basic training courses.

A Study on XR Technology for Digital Twin of Smart Factory (스마트 공장의 디지털 트윈을 위한 XR기술에 관한 연구)

  • Soek-Hee Lee
    • Journal of Practical Engineering Education
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    • v.16 no.1_spc
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    • pp.1-9
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    • 2024
  • The introduction of smart factory digital twins is a concept that has already been proposed to increase productivity in the manufacturing industry through CPS(Cyber Physics System), and has been applied to specific industrial process stages or partially introduced in stages where simulation is required. However, with the recent development of the 4th Industrial Revolution technology, it is receiving attention again along with XR (Extended Reality) technology. However, because there are not many effective cases, this study analyzed the devices, equipment, and technology of the manufacturing process to build a digital twin applying digital threads and synchronized signals and information to control, remote control, and produce intelligent process automation equipment. A platform capable of analyzing information was proposed and developed. Through this, we designed and built an XR content service platform that can support artificial intelligence and developed it to enable control, remote control, and analysis of production information. A possible platform was proposed and developed. We hope that this study will be helpful in conducting research on many cases, and in the future, expanded research on increasing productivity in each part of the process and production is needed through intelligent models.

HUD Interface and VR content interaction: VR+HUD (HUD Interface와 VR 콘텐츠 인터렉션: VR+HUD)

  • Park, Keonhee;Chin, Seongah
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.3
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    • pp.925-932
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    • 2018
  • Virtual reality seems to be the center of the next generation platform, which is founded on various engines that can easily make device progress and content. However, the interaction between virtual reality contents and users is thought of as relatively requiring technological advances. In this paper, we propose a technique to improve the interaction technique based on the case of Virtual Figure Model Crafting (VFMC) to analyze the problem of interaction caused by virtual reality contents. We introduced the concept of Head-Up Display (HUD) to present a more natural interaction method. The HUD is the digital visual interface of the aircraft. The advantage of HUD visual interface is to minimizes the user's visual movement by displaying the information of the scattered view to the forward direction of the pilot. In other words, we can reduce unnecessary left and right movements that make it is possible to expect an effect of reducing fatigue and increasing immersion.

Virtual Manufacturing for an Automotive Company(V) - Parametric Modeling of the Digital General Assembly Shop using Object-Oriented Methods (자동차 가상생산 기술 적용(V) - 객체지향 방법에 의한 디지털 조립공장의 파라메트릭 모델링)

  • Park, Tae-Keun;Kim, Gun-Yeon;Noh, Sang-Do;Park, Young-Jin
    • IE interfaces
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    • v.18 no.1
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    • pp.94-103
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    • 2005
  • Digital Manufacturing is a technology to facilitate effective product developments and agile productions by digital environments representing the physical and logical schema and the behavior of real manufacturing system including manufacturing resources, processes and products. A digital factory as a well-designed and integrated environment is essential for successful applications of this technology. In this research, we constructed a sophisticated digital factory of an automotive company’ general assembly shop by measuring and 3-D CAD modeling using parametric methods. Specific parameters of each objects were decided by object-oriented schema of the general assembly shop. It is expected that this method is very useful for constructions of a digital factory, and helps to manage diverse information and re-use 3D models.

A u-Work service model for public institution and its construction scheme (공공기관 u-Work 서비스 모델 및 구축방안)

  • Cho, D.K.;Park, B.H.;Nam, J.H.;Min, K.S.
    • 한국정보통신설비학회:학술대회논문집
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    • 2008.08a
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    • pp.268-272
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    • 2008
  • 최근 유가의 상승은 공간이동의 비용을 매우 크게하여 경제성장을 약화시키고 있다. 이러한 시기에 본 논문은 시간적/공간적 제약을 극복하고 효율적으로 작업할 수 있는 서비스 모델을 제안한다. 인터넷 및 IT인프라의 발전은 사람들이 시간과 공간의 제약없이 언제, 어디에서나 누구와도 작업할 수 있도록 가능하게 할 것이다. 정해진 시간이 아니라 자기가 일하고 싶은 시간에 가상의 일터에서 가상의 조직을 이용하여 전 세계 어디에 있는 누구와도 같이 일을 할 수 있는 공간이 만들어지는 것이다. 이렇게 일하는 방식을 u-Work이라하며 u-Work서비스가 가능하게 해 준다. 본 논문은 u-Work의 유형을 재택근무, 이동원격근무, u-Work센터근무로 분류하고, 공공기관 u-Work서비스 모델을 제안하고자 한다. 또한, 제안한 공공기관 u-Work서비스 모델의 구축방안을 시설인프라 측면, IT인프라 측면, 운용인프라 측면으로 나누어 기술한다. 구축된 u-Work서비스는 전 세계의 전문인력을 활용할 수도 있으며, 사회적 약자의 생산활동 참여 기회를 높이는 등 유연한 노동시장을 만들어 줄 것이다.

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