• Title/Summary/Keyword: Unity Check

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Structural Design Optimization of Lightweight Offshore Helidecks Using a Genetic Algorithm and AISC Standard Sections (유전 알고리듬 및 AISC 표준 단면을 사용한 경량화 헬리데크 구조 최적설계)

  • Sim, Kichan;Kim, Byungmo;Kim, Chanyeong;Ha, Seung-Hyun
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.32 no.6
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    • pp.383-390
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    • 2019
  • A helideck is one of the essential structures in offshore platforms for the transportation of goods and operating personnel between land and offshore sites. As such, it should be carefully designed and installed for the safety of the offshore platform. In this study, a structural design optimization method for a lightweight offshore helideck is developed based on a genetic algorithm and an attainable design set concept. A helideck consists of several types of structural members such as plates, girders, stiffeners, trusses, and support elements, and the dimensions of these members are typically pre-defined by manufacturers. Therefore, design sets are defined by collecting the standard section data for these members from the American Institute of Steel Construction (AISC), and integer section labels are assigned as design variables in the genetic algorithm. The objective is to minimize the total weight of the offshore helideck while satisfying the maximum allowable stress criterion under various loading conditions including self-weight, wind direction, landing position, and landing condition. In addition, the unity check process is also utilized for additional verification of structural safety against buckling failure of the helideck.

A Study on the Development of High Sensitivity Collision Simulation with Digital Twin (디지털 트윈을 적용한 고감도 충돌 시뮬레이션 개발을 위한 연구)

  • Ki, Jae-Sug;Hwang, Kyo-Chan;Choi, Ju-Ho
    • Journal of the Society of Disaster Information
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    • v.16 no.4
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    • pp.813-823
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    • 2020
  • Purpose: In order to maximize the stability and productivity of the work through simulation prior to high-risk facilities and high-cost work such as dismantling the facilities inside the reactor, we intend to use digital twin technology that can be closely controlled by simulating the specifications of the actual control equipment. Motion control errors, which can be caused by the time gap between precision control equipment and simulation in applying digital twin technology, can cause hazards such as collisions between hazardous facilities and control equipment. In order to eliminate and control these situations, prior research is needed. Method: Unity 3D is currently the most popular engine used to develop simulations. However, there are control errors that can be caused by time correction within Unity 3D engines. The error is expected in many environments and may vary depending on the development environment, such as system specifications. To demonstrate this, we develop crash simulations using Unity 3D engines, which conduct collision experiments under various conditions, organize and analyze the resulting results, and derive tolerances for precision control equipment based on them. Result: In experiments with collision experiment simulation, the time correction in 1/1000 seconds of an engine internal function call results in a unit-hour distance error in the movement control of the collision objects and the distance error is proportional to the velocity of the collision. Conclusion: Remote decomposition simulators using digital twin technology are considered to require limitations of the speed of movement according to the required precision of the precision control devices in the hardware and software environment and manual control. In addition, the size of modeling data such as system development environment, hardware specifications and simulations imitated control equipment and facilities must also be taken into account, available and acceptable errors of operational control equipment and the speed required of work.

A Study on the Comparison of the Virtual Reality Development Environment in Unity and Unreal Engine 4 (유니티와 언리얼 엔진 4 에서의 가상현실 개발환경에 관한 비교연구)

  • Yunsik, Cho;Jinmo, Kim
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.5
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    • pp.1-11
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    • 2022
  • Game engines have the advantage of enabling efficient content production, such as reducing development time, with minimal visual quality guarantees and support for multi-platforms. Recently, game engines have provided various functions that can easily, quickly, and effectively produce immersive content using virtual reality (VR) HMD. Therefore, this study conducts a comparative study on the development environment in VR content production using Oculus Quest 2 HMD, focusing on Unity and Unreal game engines, which are widely used in the content production industry, including games. First, we compare the basic setup process of building a development environment using Oculus Quest 2 HMD and a dedicated controller based on a VR template project that includes the minimum functions and settings provided by each engine. Next, we present a simple experience environment that can interact in a virtual environment and compare the development environment to use a dedicated controller and the process of building a development environment that directly utilizes hands through the hand tracking function provided by Oculus Quest 2. Through this process, we will understand the basic process of building a VR development environment, and at the same time, we will check the characteristics and differences of the engine and use it as a research that can be applied to various immersive content production.

QA Process of the Game Development Projects at the College (대학의 게임개발 프로젝트의 QA 절차)

  • Hwang, Su-Jin;Bang, Seo-Hee;Kang, Myung-Ju;Park, Chan-Il;Oh, Hyoun-Ju;Kim, Sang-Jung;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.493-494
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    • 2014
  • 본 논문에서는 2014년도 청강문화산업대학교 게임전공에서 진행된 졸업 작품의 QA 절차에 대해 서술 되어 있다. 졸업 작품이 기획될 때부터 기획서나 관련 문서들을 분석하여 QA가 어떻게 진행되었는지에 대한 내용과 QA를 진행한 결과에 대한 분석이 포함되어있다. QA가 진행된 게임은 Unity 3D 엔진으로 개발된 '안드로메다'팀의 1Hour 과 야근컴퍼니'팀의 Epi&Sode, '개미즈'팀의 DeadLine 이며 QA에 사용된 기법은 '체크리스트(check lists)라는 기법을 이용하였다.

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Transfer and Validation of NIRS Calibration Models for Evaluating Forage Quality in Italian Ryegrass Silages (이탈리안 라이그라스 사일리지의 품질평가를 위한 근적외선분광 (NIRS) 검량식의 이설 및 검증)

  • Cho, Kyu Chae;Park, Hyung Soo;Lee, Sang Hoon;Choi, Jin Hyeok;Seo, Sung;Choi, Gi Jun
    • Journal of Animal Environmental Science
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    • v.18 no.sup
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    • pp.81-90
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    • 2012
  • This study was evaluated high end research grade Near infrared spectrophotometer (NIRS) to low end popular field grade multiple Near infrared spectrophotometer (NIRS) for rapid analysis at forage quality at sight with 241 samples of Italian ryegrass silage during 3 years collected whole country for evaluate accuracy and precision between instruments. Firstly collected and build database high end research grade NIRS using with Unity Scientific Model 2500X (650 nm~2,500 nm) then trim and fit to low end popular field grade NIRS with Unity Scientific Model 1400 (1,400 nm~2,400 nm) then build and create calibration, transfer calibration with special transfer algorithm. The result between instruments was 0.000%~0.343% differences, rapidly analysis for chemical constituents, NDF, ADF, and crude protein, crude ash and fermentation parameter such as moisture, pH and lactic acid, finally forage quality parameter, TDN, DMI, RFV within 5 minutes at sight and the result equivalent with laboratory data. Nevertheless during 3 years collected samples for build calibration was organic samples that make differentiate by local or yearly bases etc. This strongly suggest population evaluation technique needed and constantly update calibration and maintenance calibration to proper handling database accumulation and spread out by knowledgable control laboratory analysis and reflect calibration update such as powerful control center needed for long lasting usage of forage analysis with NIRS at sight. Especially the agriculture products such as forage will continuously changes that made easily find out the changes and update routinely, if not near future NIRS was worthless due to those changes. Many research related NIRS was shortly study not long term study that made not well using NIRS, so the system needed check simple and instantly using with local language supported signal methods Global Distance (GD) and Neighbour Distance (ND) algorithm. Finally the multiple popular field grades instruments should be the same results not only between research grade instruments but also between multiple popular field grade instruments that needed easily transfer calibration and maintenance between instruments via internet networking techniques.

A Development of Offshore plant Piping Process Monitoring System Based on 3D CAD Model (3D CAD 모델 기반 해양플랜트 배관 공정 모니터링 시스템 개발)

  • Kim, Hyun-Cheol;Lee, Gyu-Hong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.2
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    • pp.58-65
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    • 2020
  • 3D Models of offshore plant piping materials designed by 3D CAD systems are provided to the production processes in the form of 2D piping drawings and 2D piping installation drawings. In addition to the standard engineering information, the purchasing, procurement, manufacturing, installation, and inspection of raw materials are managed systematically in an integrated process control system. The existing integrated process management system can help reduce the processing time by managing the flow and progress of resources systematically, but it does not include 3D design model information. Hence, it is difficult to understand complicated pipe structures before installing the pipe. In addition, when design changes or immediate design modifications are required, it is difficult to find related data or exchange information quickly with each other. To solve this problem, an offshore plant-piping process-monitoring system was developed based on a 3D model. The 3D model-based piping monitoring system is based on Visual Studio 2017 C# and UNITY3D so that the piping-process work information can be linked to the 3D CAD model in real time. In addition, the 3D model could check the progress of the pipe installation process, such as block, size, and material, and the progress of functional inspection items, such as cleaning, hydraulic inspection, and pneumatic inspection.

Improving A Stealth Game Level Design Tool (스텔스 게임 레벨 디자인 툴의 개선)

  • Na, Hyeon-Suk;Jeong, Sanghyeok;Jeong, Juhong
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.29-38
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    • 2015
  • In the stealth game design, level designers are to develop many interesting game environments with a variety of difficulties. J. Tremblay and his co-authors developed a Unity-based level design tool to help and automate this process. Given a map, if the designer inputs several game factors such as guard paths and velocities, their vision, and the player's initial and goal positions, then the tool visualizes simulation results including (clustered) possible paths a player could take to avoid detection. Thus with the help of this tool, the designer can ensure in realtime if the current game factors result in the intended difficulties and players paths, and if necessary adjust the factors. In this note, we present our improvement on this tool in two aspects. First, we integrate a function that if the designer inputs some vertices in the map, then the tool systematically generates and suggests interesting guard paths containing these vertices of various difficulties, which enhances its convenience and usefulness as a tool. Second, we replace the collision-detection function and the RRT-based (player) path generation function, by our new collision-check function and a Delaunay roadmap-based path generation function, which remarkably improves the simulation process in time-efficiency.

A Study on The Metaverse Content Production Pipeline using ZEPETO World (제페토 월드를 활용한 메타버스 콘텐츠 제작 공정에 관한 연구)

  • Park, MyeongSeok;Cho, Yunsik;Cho, Dasom;Na, Giri;Lee, Jamin;Cho, Sae-Hong;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.91-100
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    • 2022
  • This study proposes the metaverse content production pipeline using ZEPETO World, one of the representative metaverse platforms in Korea. Based on the Unity 3D engine, the ZEPETO world is configured using the ZEPETO template, and the core functions of the metaverse content that enable multi-user participation such as logic, interaction, and property control are implemented through the ZEPETO script. This study utilizes the basic functions such as properties, events, and components of the ZEPETO script as well as the ZEPETO player which includes avatar loading, character movement, and camera control functions. In addition, based on ZEPETO's properties such as World Multiplayer and Client Starter, it summarizes the core synchronization process required for multiplay metaverse content production, such as object transformation, dynamic object creation, property addition, and real-time property control. Based on this, we check the proposed production pipeline by directly producing multiplay metaverse content using ZEPETO World.

BIM Mesh Optimization Algorithm Using K-Nearest Neighbors for Augmented Reality Visualization (증강현실 시각화를 위해 K-최근접 이웃을 사용한 BIM 메쉬 경량화 알고리즘)

  • Pa, Pa Win Aung;Lee, Donghwan;Park, Jooyoung;Cho, Mingeon;Park, Seunghee
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.42 no.2
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    • pp.249-256
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    • 2022
  • Various studies are being actively conducted to show that the real-time visualization technology that combines BIM (Building Information Modeling) and AR (Augmented Reality) helps to increase construction management decision-making and processing efficiency. However, when large-capacity BIM data is projected into AR, there are various limitations such as data transmission and connection problems and the image cut-off issue. To improve the high efficiency of visualizing, a mesh optimization algorithm based on the k-nearest neighbors (KNN) classification framework to reconstruct BIM data is proposed in place of existing mesh optimization methods that are complicated and cannot adequately handle meshes with numerous boundaries of the 3D models. In the proposed algorithm, our target BIM model is optimized with the Unity C# code based on triangle centroid concepts and classified using the KNN. As a result, the algorithm can check the number of mesh vertices and triangles before and after optimization of the entire model and each structure. In addition, it is able to optimize the mesh vertices of the original model by approximately 56 % and the triangles by about 42 %. Moreover, compared to the original model, the optimized model shows no visual differences in the model elements and information, meaning that high-performance visualization can be expected when using AR devices.

The Effects of Peer-Praise Activity Program on Peer-Relationship and Class Cohesiveness for Elementary School Students (또래 칭찬활동 프로그램이 초등학생의 교우관계와 학급응집성에 미치는 영향)

  • Choi, Hyun-Jeong;Kim, Kwang-Soo
    • The Korean Journal of Elementary Counseling
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    • v.9 no.1
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    • pp.95-110
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    • 2010
  • The purpose of this research is to investigate how the Peer-Praise Activity program influence the Elementary School Students' Peer-Relationship and Class Cohesiveness. 2 Classes from the 5th grade of J elementary school in Seoul were selected as experimental group and control group. After the Peer-Praise Activity program was applied to experimental group, a post-test was given to verify the effects of the program. After one month, follow up-test was conducted to check the effect of durability on program. The program was applied to experimental group to check the inadequency and problem. Contrastively, control group had no application of the program. The results of this study are as follows : Compared to control group, experimental group that participated in the Peer-Praise Activity program showed significant improvement(p<.05) in Peer-Relationship and Class Cohesiveness. To supplement the results of quantitative analysis, opinion documents and qualitative analysis were executed. It shows that children had help of having confident school life by improving friendship and having a sense of unity and community spirit. In follow up-test result, it is known that the effect of Peer-Praise Activity Program is continued in Peer-Relationship and Class Cohesiveness and its all sub-factors except Communal life with friends which is one of the sub-factor in Peer-Relationship. The results above prove that Peer-Praise Activity Program has a positive effect on the Peer-Relationship and Class Cohesiveness for elementary school students. But it is needed to study long-term conducted program to improve durability effect. And curriculums and subjects which is able to connected with program should be studied continually.

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