• 제목/요약/키워드: Engineering collaboration

검색결과 859건 처리시간 0.029초

인터넷 기반의 공동 작업을 위한 UML CASE 도구의 동작환경 구성방법 (Environment Configuration of UML CASE Tool for Internet based Collaboration Works)

  • 최환복;김윤호
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2009년도 춘계학술대회
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    • pp.561-564
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    • 2009
  • 본 논문에서는 공동 작업을 지원하는 CASE 도구를 위한 동작환경 구성방법을 제안하고자 한다. 분산된 위치에서 모델 공유를 위한 공유방법을 정의하고 공동 모델 저장소를 구성한다. 또한 시간 경과에 따른 작업 상황 비교를 위한 히스토리 기능 및 작성한 모델에 대해 책임을 부여하기 위해 사용자 인증을 통한 작업자 관리를 설계한다. 본 논문에서 제시하는 동작환경 구성방법은 분산된 위치에서 협업이 가능한 CASE 도구 개발에 기여할 것으로 기대된다.

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기술제안입찰 참여자간의 협업지원을 위한 중점협업관리요소 도출 (Primary Management Factors for Collaboration among Participants in Technical Proposal Tendering)

  • 구선근;임수상;윤유상;한상원;현창택
    • 한국건설관리학회논문집
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    • 제17권5호
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    • pp.3-12
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    • 2016
  • 최근 정부는 기술 위주의 경쟁을 강화하는 차원에서 기술제안입찰방식을 점차 확대시켜 나가고 있다. 기술제안입찰방식은 다방면의 복잡한 기술이 적용되고 이러한 기술들을 설계도서에 반영할 시 비용, 공기, 시공성 등의 측면에서 원안에 대한 변수가 발생될 수 있기 때문에, 참여자간의 협업이 중요함에도 불구하고 이에 대한 관리는 미흡하였다. 따라서 본 연구에서는 기술제안입찰에서 참여자간의 협업지원을 위해 협업저해요인을 도출하여 이를 중점적으로 관리하는 방향을 도출하고자 하였다. 이를 위해 첫째로 요인분석을 실시하여 협업저해요인을 5가지 유형으로 분류하였고 두 번째로 분류된 5가지 요인들과 기술제안입찰 각 업무별 참여자간의 상관분석을 통해 변수간의 상관도를 분석하였다. 변수간의 상관도가 높은 협업저해요인을 중점협업관리요소로 정의하고 끝으로 각 업무별로 이를 관리할 수 있는 방향을 제시하였다.

Augmented Reality Annotation for Real-Time Collaboration System

  • Cao, Dongxing;Kim, Sangwook
    • 한국멀티미디어학회논문지
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    • 제23권3호
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    • pp.483-489
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    • 2020
  • Advancements in mobile phone hardware and network connectivity made communication becoming more and more convenient. Compared to pictures or texts, people prefer to share videos to convey information. For intentions clearer, the way to annotating comments directly on the video are quite important issues. Recently there have been many attempts to make annotations on video. These previous works have many limitations that do not support user-defined handwritten annotations or annotating on local video. In this sense, we propose an augmented reality based real-time video annotation system which allowed users to make any annotations directly on the video freely. The contribution of this work is the development of a real-time video annotation system based on recent augmented reality platforms that not only enables annotating drawing geometry shape on video in real-time but also drastically reduces the production costs. For practical use, we proposed a real-time collaboration system based on the proposed annotation method. Experimental results show that the proposed annotation method meets the requirements of real-time, accuracy and robustness of the collaboration system.

선형계획법을 이용한 협업공급망계획 수립모델 (A Linear Programming Approach for Supply Network Planning based on Supply Chain Collaboration Strategy)

  • 이승근;이홍철
    • 산업공학
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    • 제17권4호
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    • pp.472-481
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    • 2004
  • In this paper, we propose a linear programming model of supply planning process for the supply chain collaboration strategy of a company. The amount of its supplying quantity relies on outsourcing suppliers heavily. Conversely, the revenues of those suppliers are highly dependent on the supplying quota from the supply network planning of the company. In order to keep the supply stable through collaboration, the company builds such a policy to guarantee the fairness on revenue between the supplies. For this, the supply network plan should keep the capacity utilization ratio even for all the suppliers. But the production capacities are different and the distribution of molds is disproportional through suppliers, so the supply network plan is not easily established with simple arithmetic processes. Therefore, we developed the linear programming model with those target function and constraints minimizing the costs for holding inventory and penalty of delayed delivery, simultaneously guaranteeing the even capacity utilization through suppliers. The proposed model has been applied to real case and the evaluation for the planning result from the model would be followed in order to make sure that our model guarantee on extracting the supply network plan subordinated to the policy. Also we mention about further studies for improvement of the model.

建築 協業設計 시스템 구축을 위한 프로세스와 環境 試險에 관한 연구 (A Collaborative Design System in Architecture: defining the process and testing its system environment)

  • 김억;강명희;최진원;김성아
    • 한국CDE학회논문집
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    • 제7권1호
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    • pp.57-65
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    • 2002
  • The purpose of this research is to develop a collaborative architectural design system. Design collaboration requires an extensive use of communication methods as well as the participation of various experts from different domains. Such facts address several issues when the Internet and digital media are able to create a completely new work environment. The building design process was studied, and possible modes of design collaboration were defined. A prototype system is being developed in accordance with the defined collaboration model. The system integrates a set of communication tools and web-based design media. Such media include a synchronous multi-user web CAD tool, a schematic 3D design tool, and a electronic whiteboard. A project database was designed in order to coordinate the project-wide communication which elaborates technologies such as web-based data access. In order to find out the effectiveness of the system, a usability test was performed both in quantitative and qualitative manner. The research will contribute to the development of world-wide design and construction collaboration through the Internet, which is becoming a mainstream building process model.

게임화(Gamification)을 이용한 매장 관리 디자인 : 고객-매장관리자 협업모델 (Design the Customer-Retailer Collaboration Model Using Gamification for In-Store Management)

  • 백시현;원즈허주
    • 산업경영시스템학회지
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    • 제38권2호
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    • pp.8-16
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    • 2015
  • How to measure and evaluate the performance of managing a store? Although it is important for a retailer to execute good management in a store, there are few efficient measurement tools and methods for In-store management. Also few people are trying to deal with variety of goods (number of categories), depth of a catagory (number of stock-keeping units within a category), and stock level (the number of individual items of a particular SKU) in a store. To solve the problem, this paper suggests the Customer-Retailer Collaboration (CRC) model that utilizes Gamification. By embedding gaming elements, the store management activities can be viewed as more game-like processes. Customers find some problems they encountered in the store and send the related signals via mobile APP, and the relevant store personnel copes with the signals. As the return for their collaboration, they both will obtain points and badge. This paper designs the CRC model and shows the flow of the model briefly.

소설 기반 STEAM 프로그램 적용과 학생 역량 연구: 창의적 사고, 비판적 사고, 의사소통, 협업, 디지털 역량 (A Study on Students' Creativity Thinking, Critical Thinking, Communication, Collaboration, and Digital Competence by Implementing Science Fiction STEAM Program)

  • 박현주
    • 공학교육연구
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    • 제26권1호
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    • pp.27-36
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    • 2023
  • The purpose of this study was to investigate high school students' competencies of creativity thinking, critical thinking, communication, collaboration, and digital competence by implementing science fiction STEAM program. Based on the story of 'Fritz Haber' and the 'Garden of Dawn', a STEAM program was developed according to the ADDIE model. In the analysis stage, the purpose of the teaching-learning program using novels was set, and learners and learning environments were analyzed. At the design stage, the novels 'Fritz Harbor' and 'Garden of Dawn' were selected, learning goals were set according to the achievement standards of the curriculum, and learning contents and learning activities were sequenced and designed. In the development stage, teaching and learning materials were developed in a module format, implemented to classes, and evaluated. Pre-test and post-tests were conducted to identify the five major competencies such as creativity thinking, critical thinking, communication, collaboration, digital competence. The collected data was verified by paired t-test using SPSS. The results of the study showed statistically significant results in creative thinking, critical thinking, and digital competency.

A Study for Digital Transformation Based on Collaboration Master Plan for Shipbuilding & Marine Engineering Industry

  • Seung-Uk So;Myeong-Ki Han;Young-Hun Kim;Jun-Soo Park
    • 한국해양공학회지
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    • 제37권5호
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    • pp.190-197
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    • 2023
  • In the shipbuilding and marine industry, digital transformation activities are promoted primarily by large shipyards. However, bottlenecks are observed across value chains, and digital transformation effects are reducing because of the cost and technical challenges encountered by supplies. In this study, we proposed a win-win cooperation model for large, small, and medium-sized companies using digital transformation based on the characteristics of the shipbuilding and marine industry through case studies. We investigated the digital transformation progress in German and Korean small and medium-sized enterprises (SMEs). In addition, we identified information-sharing methods and management challenges encountered in enterprise resource planning and manufacturing execution systems in the collaboration process of pipes, panels, blocks, etc. of SMEs that are suppliers of a Korean shipyard, and clarified communication by building a platform based on a common format between shipyards and suppliers. Further, we proposed a standard model of a digital transformation system for enhancing the collaboration between large companies and suppliers and proposed a basic plan including strategies to efficiently and effectively build a digital transformation system based on the standard model.

실시간 협업 설계를 위한 CAD 컨퍼런싱 시스템 개발 (Development of the CAD Conferencing System for Real-time Design Collaboration)

  • 김광운;전용태;정태형
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2002년도 춘계학술대회 논문집
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    • pp.531-535
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    • 2002
  • This paper presents a real-time collaborative system for distributed design. The aim of the system is to provide designers with a virtual workspace where they can collaborate and exchange their design knowledge in distributed environment. The system consists of two subsequent modules. One is for the visualization of design data including CAD data, documents, images, and the other is real-time collaboration module. They make it possible for distributed designers to review the design data collaboratively and to share their design knowledge. The system was implemented by using the Internet protocols such as TCP/IP and IP multicast on the peer-to-peer based network. An example is presented and discussed to validate the proposed system.

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웹기반 자동차 동력전달계 성능 시뮬레이션 시스템 개발 (Development of a Web-based Powertrain Performance Simulation System)

  • 한형석;이계경
    • 한국정밀공학회지
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    • 제21권2호
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    • pp.100-107
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    • 2004
  • The development of a Web-based powertrain performance simulation system is introduced. The development approach of system architecture and each module is introduced along with the H/W and S/W used. The interface with all users is developed via a JAVA Applet. The powertrain modeling and other job history data of a user is managed systematically on the server by database to increase the reusability of the data. A self-developed program using object-oriented programming is used as a solver for the performance simulation. The graph tool for the analysis of simulation results has the collaboration support developed based on JAVA so that synchronous users can view the same result. As a result, the powertrain simulation is possible only with Web-browser for the user and the collaboration support among the relevant engineers is possible.