• Title/Summary/Keyword: 가상 공정 설계

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Development on AR-Based Operator Training Simulator(OTS) for Chemical Process Capable of Multi-Collaboration (다중협업이 가능한 AR 기반 화학공정 운전원 교육 시뮬레이터(OTS-Simulator) 개발)

  • Lee, Jun-Seo;Ma, Byung-Chol;An, Su-Bin
    • Journal of Convergence for Information Technology
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    • v.12 no.1
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    • pp.22-30
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    • 2022
  • In order to prevent chemical accidents caused by human error, a chemical accident prevention and response training program using advanced technology was developed. After designing a virtual process based on the previously built pilot plant, chemical accident response contents were developed. A part of the pilot facility was remodeled for content realization and a remote control function was given. In addition, a DCS program that can control facilities in a virtual environment was developed, and chemical process operator training (OTS) that can finally respond to virtual chemical accidents was developed in conjunction with AR. Through this, trainees can build driving skills by directly operating the device, and by responding to virtual chemical accidents, they can develop emergency response capabilities. If the next-generation OTS like this study is widely distributed in the chemical industry, it is expected to greatly contribute to the prevention of chemical accidents caused by human error.

Posture Analysis of Workers in an Excavator Factory Using 3D Human Simulation (3D 작업자 시뮬레이션을 이용한 굴삭기 생산공정 작업자 자세분석)

  • Moon, Dug-Hee;Baek, Seung-Geun;Zhang, Bing-Lin;Lee, Jun-Seok
    • Journal of the Korea Society for Simulation
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    • v.15 no.3
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    • pp.93-101
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    • 2006
  • Recently, work-related musculoskeletal disorders (WMSDs) become a hot issue in the industrial fields. To prevent the potential risk of workers, various approaches have been adopted. One of the approaches is to improve the design of product, that of jig (or fixture) and that of workstation in the early stage of the development. 3D simulation technology is known as the powerful method for detecting such problems before constructing the workstation, because it is possible to evaluate the posture of worker using 3D models in a cyber space. It enables to find the unexpected problems and save the time and cost for redesign and rework. This paper introduces a 3D simulation case study of workers in an excavator factory. 3D models of products, jigs were developed with CATIA. The assembly processes were animated in IGRIP and DPM. Finally the various postures of worker were simulated using Human. As a result, some postures were analysed as the risky jobs and the result of simulation was used to improve the system.

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BIM Based Virtual Simulations in CIP(Case in Place Pile) Method for Underground Space Excavation (3차원 정보모델을 활용한 지하공간 굴착 CIP 공법의 가상검토 -서울대학병원 지하 복합진료공간 임대형 민자사업 BIM 설계를 중심으로-)

  • Lee, Hyuk-Jin;Park, Kun-Young;Kim, Hyo-Jin;Lee, Sang-Ho
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2010.04a
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    • pp.517-520
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    • 2010
  • BIM 설계시 의무사항으로 포함되어 있는 원지형과 암층별 지층, 흙막이 공법 중 CIP(Cast in Place Pile)공법, 구조물 형상을 3차원 정보 모델로 생성하고, 모델을 통해 정확한 2D 도면의 생성, 각 공정간의 간섭검토, 암층별 토공량 및 흙막이의 수량을 산출하였다. 최종 설계안을 도출하기 위해 3차원 기법이 설계 초기에 도입되어 반복적인 노력과 시간을 최소화하여 많은 설계대안을 제시하도록 하였으며, 정확한 설계결과를 얻기 위해, 2D 설계와 3D 설계를 병행 수행함과 동시에 이 과정과 결과를 비교하여 3차원 모델의 효과를 검증하였다.

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A Study on Production Pipeline for Third Person Virtual Reality Contents Based on Hand Interface (손 인터페이스 기반 3인칭 가상현실 콘텐츠 제작 공정에 관한 연구)

  • Jeon, Changyu;Kim, Mingyu;Lee, Jiwon;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.9-17
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    • 2017
  • This study proposes a third-person virtual reality content production pipeline to provide users with a new experience and presence in a new virtual reality environment. For this purpose, we first create third-person virtual reality content, which includes a story, fun factors, and game characteristic. It consists of a tutorial scene in which a user can pre-learn the proposed interface suitable for a third person different from existing virtual reality content and a content scene that achieves its purpose by using game factors based on the background story. Next, we design an interface suitable for the third-person virtual reality content. This study proposes an interface in which users can interact with a virtual environment or object by using their hand. The proposed interface consists of three steps: character movement, virtual object selection with multiple selection, and 3D menu control using virtual space. Finally, through the survey experiment, third-person virtual reality content produced based on the proposed interface was confirmed to be easily controlled while ensuring high satisfaction.

Digital Twin Model Design And Implementation Using UBS Process Data (UBS공정 데이터를 활용한 디지털트윈 모델 설계 및 구현)

  • Park, Seon-Hui;Bae, Jong-Hwan;Ko, Ho-Jeong
    • Journal of Internet of Things and Convergence
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    • v.8 no.3
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    • pp.63-68
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    • 2022
  • Due to COVID-19, many paradigm shifts in existing manufacturing facilities and the expansion of non-face-to-face services are accelerating worldwide. A representative technology is digital twin technology. Such digital twin technology, which existed only conceptually in the past, has recently become feasible with the construction of a 5G-based network. Accordingly, this paper designed and implemented a part of the USB process to enable digital twins based on OPC UA communication, which is a standard interlocking structure, between real object objects and virtual reality-based USB process in accordance with this paradigm change. By reflecting the physical characteristics of real objects together, it is possible to simulate real-time synchronization of these with real objects. In the future, this can be applied to various industrial fields, and it is expected that it will be possible to reduce costs for decision-making and prevent dangerous accidents.

A Deep Reinforcement Learning Framework for Optimal Path Planning of Industrial Robotic Arm (산업용 로봇 팔 최적 경로 계획을 위한 심층강화학습 프레임워크)

  • Kwon, Junhyung;Cho, Deun-Sol;Kim, Won-Tae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.75-76
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    • 2022
  • 현재 산업용 로봇 팔의 경로 계획을 생성할 때, 로봇 팔 경로 계획은 로봇 엔지니어가 수동으로 로봇을 제어하며 최적 경로 계획을 탐색한다. 미래에 고객의 다양한 요구에 따라 공정을 유연하게 변경하는 대량 맞춤 시대에는 기존의 경로 계획 수립 방식은 부적합하다. 심층강화학습 프레임워크는 가상 환경에서 로봇 팔 경로 계획 수립을 학습해 새로운 공정으로 변경될 때, 최적 경로 계획을 자동으로 수립해 로봇 팔에 전달하여 빠르고 유연한 공정 변경을 지원한다. 본 논문에서는 심층강화학습 에이전트를 위한 학습 환경 구축과 인공지능 모델과 학습 환경의 연동을 중심으로, 로봇 팔 경로 계획 수립을 위한 심층강화학습 프레임워크 구조를 설계한다.

Dsign of Virtual Manufacturing Device for MMS Operations in MAP Network (MAP네트웨크에서 MMS운영을 위한 가상 제조 기기의 설계)

  • Kim, Jeong-Ho;Lee, Sang-Beom
    • The Transactions of the Korea Information Processing Society
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    • v.2 no.3
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    • pp.397-405
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    • 1995
  • In order to operate the automatic devices of manufacturing process more efficiently and to solve the needs of the resource sharing,network technology is applied to the unit control devices located in common manufacturing zone and operated by connecting them.In this paper,functional standard of the network operation layer is set as MAP standard application layer of MMS(manufacturing message standard)for the cell or group,which is suggested by CIM (computer integrated manufacturing) standardization as common manufacturing zone.MMS is composed of abstract message which is not consider specific devices.Then,specific message standard must be defined to operate MMS.It is designed as VMD (virtual manufacturing device)objects which are abstract objects to perform group management based on the companion standard.Also they are operated in the group management model system.Group management operation takes multicast communication method which is the communication from single source to the multiple sinks, and the group management system and unit control devices are performed as VMD and real device mapping.

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Design of Fuzzy Controller for Input-delayed TS Fuzzy Systems (시변 입력 지연을 포함한 TS 퍼지 시스템을 위한 퍼지 제어기 설계)

  • 주영훈;이호재;박진배
    • Journal of the Korean Institute of Intelligent Systems
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    • v.11 no.3
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    • pp.208-214
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    • 2001
  • 본 논문은 시변 입력 지연을 포함한 Takagi-Sugeno (TS) 퍼지 시스템으로 표현 가능한 비선형 시스템을 위한 체계적인 제어기의 설계 기법을 제안한다. 입력 지연은 화학 공정 시스템, 인터넷 기반 가상 실험실, 자율 이동 로봇의 원격 제어등, 실제의 산업 현장에서 매우 빈번히 발생하는 현상이며 제어 시스템의 성능을 감소시키며, 안정성을 저해하는 요소로 알려져 있다. 따라서 본 논문에서 다루고자 하는 문제는 매우 실제적인 문제이며 반드시 해결하여야 할 문제이다. 본 논문은 Lyapunov-Razumikhin 안정 이론에 기반하여 TS 퍼지 모델 기반 제어기의 설계 조건을 제시한다. 최종적인 제어기의 설계 조건은 선형 행렬 부등식의 형태로 주어진다. TS 퍼지모델 기반 제어기가 안정화시킬 수 있는 입력지연의 상한 값을 최대화하기 위하여 이중 최적화 기법을 도입한다. 제안된 제어기 설계 기법의 우수성과 타당성을 입증하기 위하여 모의 실험을 수행하였다. 컴퓨터 시뮬레이션 결과, 본 논문에서 제안한 타당성을 입증할 수 있다.

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Task-Sequencing Design for the FMC Transfer Robot Using Traveling Salesman Problem (외판원 문제(TSP)를 이용한 FMC 반송 로봇의 작업순서 설계)

  • Kim, Woo-Kyun;Lee, Hong-Chul
    • Proceedings of the KAIS Fall Conference
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    • 2009.12a
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    • pp.574-577
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    • 2009
  • 본 논문은 외판원 문제(TSP: Traveling Salesman Problem)를 이용하여 로봇중심의 FMC(Flexible Manufacturing Cell)에서 반송 로봇의 작업순서를 설계하는 방법을 제시하였다. 이를 위해, 먼저 다수의 설비와 반송 로봇으로 구성된 대표적인 로봇 중심의 FMC를 가상으로 설계한 후, 실험계획법을 이용하여 다양한 조건에서의 주요 반응변수들의 인과관계를 규명하였다. 실험결과, 처리량, 반송로봇의가동률, 그리고 Buffer의 평균 대기 작업물의 수가 주요 반응변수들로 선정되었으며, 이를 기반으로 순서기반 조합최적화 문제인 TSP로 로봇 작업순서를 설계하였다. 제안한 방법과 기존의 방법을 비교하기 위해서 시뮬레이션을 수행 한 결과 제안된 TSP 방법이 기존의 방법 보다 반송 로봇의 교착 (Deadlock) 상태를 방지하여 처리량 등 주요 반응변수들 모두를 향상 시키는 결과를 가져왔다. 더불어,이 방법은 본 연구에서 제시한 FMC 뿐 아니라 반도체나 LCD(Liquid Crystal Display) 생산 공정과 같이 반송 로봇에 의해 구성되어 있는 장치 산업분야에 적용가능하다는 측면에서 큰 효과가 기대된다.

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The Design of Digital Human Content Creation System (디지털 휴먼 컨텐츠 생성 시스템의 설계)

  • Lee, Sang-Yoon;Lee, Dae-Sik;You, Young-Mo;Lee, Kye-Hun;You, Hyeon-Soo
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.15 no.4
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    • pp.271-282
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    • 2022
  • In this paper, we propose a digital human content creation system. The digital human content creation system works with 3D AI modeling through whole-body scanning, and is produced with 3D modeling post-processing, texturing, rigging. By combining this with virtual reality(VR) content information, natural motion of the virtual model can be achieved in virtual reality, and digital human content can be efficiently created in one system. Therefore, there is an effect of enabling the creation of virtual reality-based digital human content that minimizes resources. In addition, it is intended to provide an automated pre-processing process that does not require a pre-processing process for 3D modeling and texturing by humans, and to provide a technology for efficiently managing various digital human contents. In particular, since the pre-processing process such as 3D modeling and texturing to construct a virtual model are automatically performed by artificial intelligence, so it has the advantage that rapid and efficient virtual model configuration can be achieved. In addition, it has the advantage of being able to easily organize and manage digital human contents through signature motion.