• Title/Summary/Keyword: 가상 생산

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Implementation of Environment Education Virtual Experienced Content based Soil (토양 기반의 환경교육 가상체험 콘텐츠 구현)

  • Lee, Keun-Wang;Jin, Byung-Wook
    • Proceedings of the KAIS Fall Conference
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    • 2010.05a
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    • pp.160-162
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    • 2010
  • 본 논문에서는 산업과 생산 활동에 급격히 오염된 토양오염을 중심으로 현재의 토양환경과 조선시대의 토양환경을 비교하고 학습할 수 있는 콘텐츠를 구현하였으며 조선시대의 자연환경을 가상현실로 구현하여 환경교육 학습 자료로 활용하기 위한 토양기반의 환경교육 가상체험 콘텐츠를 구현하였다.

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A Study on the Virtual Automotive Plant for a Virtual Manufacturing (가상생산기술 적용을 위한 자동차 가상플랜트 구축에 관한 연구)

  • Noh, Sang-Do;Hong, Sung-Won;Kim, Duck-Young;Sohn, Chang-Young;Hahn, Hyung-Sang;Park, Young-Jin;Shin, Hyun-Shik;Chung, Kyung-Hoon
    • Proceedings of the KSME Conference
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    • 2000.11a
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    • pp.718-723
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    • 2000
  • Nowadays, one of the major technical issues in manufacturing is how to implement an virtual plant as an well-designed, integrated environment for sharing information and engineering collaboration among diverse engineering activities. The systematic approaches to make a virtual plant based on a 3-dimensional CAD, cell and line simulation, database and internet technologies are proposed in this paper. To do that, measuring and 3D CAD modeling technologies of many equipments, facilities and structures of the building are developed, effective management of information including models and related files in WWW environment is implemented, and precise simulations of unit cell and whole structured plant are performed. For the beginning of implementing a Virtual Automotive Plant, the Virtual Plant for the Body Shop of a Korean automotive company is constructed and implemented. Using this Virtual Plant, shorten car development time and cost saving are possible.

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A Study on Multi-agent based Task Assignment Systems for Virtual Enterprise (가상기업을 위한 멀티에이전트 기반 태스크할당시스템에 관한 연구)

  • 허준규;최경현;이석희
    • Transactions of the Korean Society of Machine Tool Engineers
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    • v.12 no.3
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    • pp.31-37
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    • 2003
  • With the paradigm shifting from the principal of manufacturing efficiency to business globalism and rapid adaptation to its environments, more and more enterprises are being virtually organized as manufacturing network of different units in web. The formation of these enterprise called as Virtual Enterprise(VE) is becoming a growing trend as enterprises concentrating on core competence and economic benefit. 13us paper proposes multi-agent based task assignment system for VE, which attempts to address the selection of individually managed partners and the task assignment to them A case example is presented to illustrate how the proposed system can assign the task to partners.

Production Data Analysis to Predict Production Performance of Horizontal Well in a Hydraulically Fractured CBM Reservoir (수압파쇄된 CBM 저류층에서 수평정의 생산 거동예측을 위한 생산자료 분석)

  • Kim, Young-Min;Park, Jin-Young;Han, Jeong-Min;Lee, Jeong-Hwan
    • Journal of the Korean Institute of Gas
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    • v.20 no.3
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    • pp.1-11
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    • 2016
  • Production data from hydraulically fractured well in coalbed methane (CBM) reservoirs was analyzed using decl ine curve analysis (DCA), flow regime analysis, and flowing material balance to forecast the production performance and to determine estimated ultimate recovery (EUR) and timing for applying the DCA. To generate synthetic production data, reservoir models were built based on the CBM propertie of the Appalachian Basin, USA. Production data analysis shows that the transient flow (TF) occurs for 6~16 years and then the boundary dominated flow (BDF) was reached. In the TF period, it is impossible to forecast the production performance due to the significant errors between predicted data and synthetic data. The prediction can be conducted using the production data of more than a year after reached BDF with EUR error of approximately 5%.

Evaluation of Virtual Water Calculation Method in Korea (우리나라 가상수량 산정방법의 적용성 평가)

  • Ahn, Jae-Hyun;Lee, Jae-Geun;Lee, Seung-Ho;Hong, Il-Pyo
    • Journal of Korea Water Resources Association
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    • v.43 no.6
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    • pp.583-595
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    • 2010
  • Virtual water is defined as the volume of water to produce commodities and provide services, which has been developed by Tony Allan since the early 1990s. This research aims to evaluate a volume of virtual water trade in Korea from 1998 to 2007 by applying the evaluation method of unit virtual water volume to agricultural, live stock and industrial products, which is developed by Chapagain and Hoekstra (2004). Also, the concept of water footprint is deployed to quantify the volume of virtual water trade between countries. The study attempts to assess the appropriateness of the evaluation method of unit virtual water volume by employing the method to calculate the total amount of agricultural products in Korea and comparing this with the amount of agricultural water demand in the Korea Water Vision 2006. The research outcome shows that Korea has a net virtual water import of 32 billion $m^3$ on average in the form of agricultural, live stock and industrial commodities whose volume gradually increases. The gap between the volume of virtual water import of agricultural and live stock commodities and the total volume of agricultural water use reaches approximately 600 million $m^3$. This figure can be negligible considering the total volume of water demand in Korea, around 16 billion $m^3$, which demonstrates the validity of the evaluation method in terms of analyzing water balance.

Virtual Culture Production of Game-Focus on 'Machinima' (게임의 가상문화생산 - '머시니마'를 중심으로)

  • Han, Se-Young;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.93-103
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    • 2010
  • Game industry has been grown up with invigorating online game since 1990s and increased in the spending side by focusing on commercial business. Game, however, has displayed a role that can producing cyber culture with Machinima that is a kind of movie made by a game engine. It should be discussed that non-linear activity of game is disclosed being closely connected with the environment of online space. Accordingly, there are three ways for this study. The first, characteristics of game environment taken non-linear effect related to hypertext space is researched. The second, Machinima is discussed as expansion of hypertext literature. And the last, considering game as consumption of just playing, game is able to become the subject role that can create virtual culture with making a variety of Machinima. consequently, through dichotomy and a liner form between consumption and production in hypertext space leaded to non-liner situation, positive and active features of game that has taken the activity of virtual reality into the multimedia literature would be delivered.

The Korea Convergence Society A Study on the Optimization of Manufacturing Process through Motion Analysis and Virtual Reality (모션분석 및 가상현실을 통한 제조공정 최적화 방안연구)

  • Kim, Hyun-Jong;Hong, Jung-Wan;You, Yen-Woo
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.23-28
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    • 2017
  • For manufacturing industry to achieve efficient manufacturing process, improving a company's productivity and reducing cost is a required task of the current manufacturing companies. For design of efficient manufacturing process and improvement of productivity, efficient manufacturing process method is studied through removal of unnecessary elements analyzing motions and using test-bed linkage system based on virtual reality. When building process line after verifying optimization through virtual process arrangement simulation in advance, it is available to save additional cost for process modification or supplement to result in practical effects of improving a company's manufacturing competition. Reducing design period, improving equipment, making automation, realizing ergonomics, and improving process through this study, it will be available to achieve improvement of productivity, enhancement of quality, cost reduction as well as employees' satisfaction for safety and health.

생산혁신을 위한 CALS

  • 서효원
    • 전기의세계
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    • v.45 no.9
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    • pp.3-8
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    • 1996
  • CALS를 추진하여 얻을 수 있는 기대효과는 다음과 같다. 첫째, 공유된 정보로부터 가장 최적의 선택을 할 수 있다. 둘째, 이형/분산 환경의 데이타베이스 및 응용 시스템을 사용자는 단일 시스템과 같이 운영할 수 있다. 셋째, 가상기업을 구축하는 과정에서 업무절차의 표준화 및 혁신을 필수적으로 병행된다. 넷째, 생산에서 배치에 소요되는 기간을 단축시킴으로서 기업의 경쟁력을 향상시킬 수 있다. 다섯째, 공통적인 필요 기술을 바탕으로 전 제조업 및 서비스업 등 여러가지 응용분야에 적용할 수 있다.

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일본 방위장비 해외생산에 관한 소고

  • Kim, Hyeon-Bo
    • Defense and Technology
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    • no.9 s.139
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    • pp.54-61
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    • 1990
  • 해외로 부터 대량의 방위장비 조달이라는 발상은 일본의 주식인 쌀의 수입 이상으로 약간은 당돌하게 느껴지는 사람도 있을 것이다. 그러나 일본으로서는 군사침략을 받는다고 가상한 최악의 사태에, 필요하고도 충분한 방위장비품이 자연스럽게 확보될수 있는 방안을 확립해두는 조치가 바람직하다. 그 구체적이고 실현가능한 처방전으로서 방위장비품을 해외에서 생산하는 구상은 그 의의를 평가받아야 한다. 또한 방위장비품을 국제조달함으로써 우호국간에 강력한 연대관계가 빚어지는 점에도 착안하여야 한다.

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