• Title/Summary/Keyword: Virtual Architecture

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Collaborative Maintenance Simulation System Using Virtual Mockup (가상목업을 활용한 협업 정비 시뮬레이션 시스템)

  • Lee, Jun-Kyu
    • Journal of Korea Multimedia Society
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    • v.15 no.1
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    • pp.148-165
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    • 2012
  • Applying maintenance simulation using virtual mockup in product design phase enables maintainability test before prototyping physical products, and it is expected to reduce product development costs. The simulation results can be reused as contents of service manuals and RAM (Reliability, Availability, Maintainability) analysis data. Maintenance simulation should provide realistic representation of physical property of virtual product, assembly relation between parts and manipulation process to verify feasibility of product design. The simulation system should be extended to collaborative virtual environment to perform collaborative maintenance procedures. In this paper, the three layered system architecture and the physics based collaborative interaction technique are proposed to extend current maintenance simulation into collaborative virtual environment. The proposed system was implemented as ViMMS (Virtual Mockup Maintenance Simulation system), and compared with case study results of VADE (Virtual Assembly Design Environment). As a result, the ViMMS encompassed broader range of maintenance tasks by using physics based collaborative interaction technique.

An Application of XML Based Manufacturing Information for Forming Shop (XML을 이용한 곡면 가공 시스템의 정보 구조화에 관한 연구)

  • Ha, Kwang-Cheol;Lee, Jang-Hyun;Oh, Dae-Kyun;Shin, Jong-Gye;Ryu, Cheol-Ho
    • Journal of the Society of Naval Architects of Korea
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    • v.41 no.6
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    • pp.126-133
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    • 2004
  • As the automation of ship production system proliferates, it is unavoidable to move the real machinery, facility, application software, and virtual environment from the heterogeneous data environment to the integrated one. However, it is a prevailing situation that each component operates under the different environment, due to the inability of interchanging the data in a structured manner between the components. The issue is obstacles to improvement of the application system. To facilitate seamless exchange of data among the manufacturing systems, STEP, PDML, and XML has been tried by other studies. This study has investigated how XML data can be applied to exchange the data among the ship production system components. XML data is applied to the forming shop in shipyard to overcome the present difficulties on sharing and exchanging of the information. An example of forming information is represented by XML to demonstrate the feasibility of the proposed approach. In addition, an application of XML information applicable to virtual factory and electronic work order sheet is included.

Improving Hardware Resource Utilization for Software Load Balancer using Multiprocess in Virtual Machine (멀티 프로세스를 사용한 가상 머신에서의 소프트웨어 로드밸런서의 효율적인 물리 자원 활용 연구)

  • Kim, Minsu;Kim, Seung Hun;Lee, Sang-Min;Ro, Won Woo
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.9
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    • pp.103-108
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    • 2014
  • In the virtualized server systems, a scheduler in a hypervisor is responsible to assign physical resources for virtual machines. However, the traditional scheduler is hard to provide optimized resource allocation considering the amount of I/O requests. Especially, the drawback hinders performance of software load balancer which runs on virtual machines to distribute I/O requests from the clients. In this paper, we propose a new architecture to improve the performance of software load balancer using multiprocess. Our architecture aims to improve hardware resource utilization and overall performance of the server systems which utilize virtualization technology. Experimental results show the effectiveness of the proposed architecture for the various cases.

Development of a Sortie Generation Rate Simulation Using Discrete Event Simulation (이산 사건 시뮬레이션을 이용한 소티 생성률 산출 시뮬레이션 개발)

  • Heechang Yoon;Seungheon Oh;Hyuk Lee;Sunah Jung;Junghoon Chung;Jonghoon Woo
    • Journal of the Society of Naval Architects of Korea
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    • v.61 no.4
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    • pp.208-215
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    • 2024
  • The Sortie Generation Rate (SGR), which measures the number of sorties that an airbase can produce per unit of time, is crucial for assessing operational capacity. However, the unique spatial and environmental constraints on aircraft carriers complicate the direct application of land-based SGR studies to maritime settings. This study introduces a framework for analyzing the Sortie Generation Process (SGP) on aircraft carriers, using discrete event simulation adapted to these constraints. This approach conceptualizes the SGP similar to a logistics and production system, wherein sorties are systematically generated through the operations of the aircraft. The proposed framework defines and implements the necessary simulation functions with the discrete event simulation method for the purpose of SGP analysis. Through a series of experiments, this study demonstrates the framework's effectiveness and its practical applicability to aircraft carrier operations, potentially enhancing sortie generation capabilities in naval aviation.

Virtual pencil and airbrush rendering algorithm using particle patch (입자 패치 기반 가상 연필 및 에어브러시 가시화 알고리즘)

  • Lee, Hye Rin;Oh, Geon;Lee, Taek Hee
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.101-109
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    • 2018
  • Recently, the improvement of virtual reality and augmented reality technologies leverages many new technologies like the virtual study room, virtual architecture room. Such virtual worlds require free handed drawing technology such as writing descriptions of formula or drawing blue print of buildings. In nature, lots of view point modifications occur when we walk around inside the virtual world. Especially, we often look some objects from near to far distance in the virtual world. Traditional drawing methods like using fixed size image for drawing unit is not produce acceptable result because they generate blurred and jaggy result as view distance varying. We propose a novel method which robust to the environment that produce lots of magnifications and minimizations like the virtual reality world. We implemented our algorithm both two dimensional and three dimensional devices. Our algorithm does not produce any artifacts, jaggy or blurred result regardless of scaling factor.

Hierarchical QoS Architecture for Virtual Dancing Environment (분산 가상현실을 위한 계층적 QoS 지원 기법)

  • 김진용;원유집;김범은;박종일;박용진
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.11
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    • pp.675-690
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    • 2003
  • In this paper, we present the virtual dancing studio for distributed virtual environment. In this system, geographically distributed user shares the virtual dancing hall and interacts with each other. The participating object can be a graphical avatar or a live video stream. It allows the coexistence of graphic objects and real images in the shared virtual space. One of the main technical challenges in developing the distributed virtual environment is to handle excessive network traffic. In an effort to effectively reduce the network traffic, we propose a scheme to adjust the QoS of each object with respect to the distance from the observer in the virtual space. The server maintains the QoS vector for each client's shared space and controls the packet traffic to individual clients based on its QoS vectors. We develop a proto-type virtual dancing environment. Java based development enables the client to be platform independent. The result of experiment shows that the adoption of hierarchical QoS management significantly reduces the overall network traffic.

Exploring Application Ways of Virtual Reality Technology in Science Education (과학교육에서 가상현실 기법의 활용 모색)

  • Shim, Kew-Cheol;Park, Jong-Seok;Kim, Hyun-Sup;Kim, Jae-Hyun;Park, Young-Chul;Ryu, Hai-Il
    • Journal of The Korean Association For Science Education
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    • v.21 no.4
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    • pp.725-737
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    • 2001
  • Virtual reality technology is very useful for the 21C science education, and is able to contribute to the development of new teaching and learning methods in science education. One of these computer-based technologies, virtual reality, is possible to use in many directions. It is a new communication medium that is receiving a lot of attention, and is usually identified by a collection of technological hardware. Virtual reality is defined as a highly interactive, computer-based, multimedia environment in which the user becomes the participant, with the computer in a virtual real world. A key feature of virtual reality is real-time interactivity, in that the computer is able to detect user inputs and instantaneously modify the virtual world. It is being used in a wide variety of fields including physics, chemistry, human biology, biomedical sciences, military, architecture, industry and the entertainment. In classroom, using science educational program developed by virtual reality technology can increase the interests of students, promote understanding of basic science concepts, help laboratory skills, and encourage creative learning for them.

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Performance evaluation of API Gateway in GraalVM and Virtual Thread environment (GraalVM 및 Virtual Thread 환경에서 API Gateway의 성능 평가)

  • Dong-il Cho
    • Journal of Internet Computing and Services
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    • v.25 no.4
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    • pp.39-46
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    • 2024
  • An API gateway is a high-availability component that provides a single entry point for API clients outside the cloud to connect with services inside the cloud. It has a high risk of creating bottlenecks and requires redeployment when services change. The Java language, in which several API gateways are implemented, announced technologies called GraalVM Native Image and Virtual Thread to overcome problems with deployment and operational performance. Applying these technologies to Java applications requires changes to the source code and deployment procedures. In this study, the performance of the API gateway was measured and analyzed when it operated based on GraalVM Native Image and Java Virtual Machine(JVM) and between Virtual Thread and Reactive thread processing methods. In this study, evaluation indicators were selected to evaluate deployment performance and operational performance, and the performance of the evaluation indicators was measured and evaluated in four environments.

Design and Implementation of the Educational System based on the Distributed Virtual Environment using VRML and EAI (VRML과 EAI를 이용한 분산 가상환경 기반 교육 시스템의 설계 및 구현)

  • 이신걸;전희성
    • Journal of Korea Multimedia Society
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    • v.3 no.1
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    • pp.14-22
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    • 2000
  • We have designed and implemented an educational system based on the distributed virtual environment. The developed system has a client-server architecture: the platform-independent server is implementes by Java machine and the client is composed of VRML, EAI, and general web browser. If a change occurs in this virtual environment, all connected users can perceive the updated environment immediately. the system maintains its virtual environment after it is modified by a user. Also, the system can accommodate many users by minimizing the information exchange. Since users can share multimedia information and virtual objects by overcoming the limitation of time and space, the educational effects can be progressed through the use of the developed system.

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Implementation of Multi-user 3D Virtual Environment System on a local area network (다자참여형 3차원 가상환경 시스템 구현)

  • Kim, Lae-Hyun;Kim, Juh-Han;Ko, Heedong;Choe, ByungKyun
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.1
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    • pp.29-36
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    • 1997
  • Most Virtual Reality Systems have been developed to support only a single user on a stand-alone system. With increasing availability of Internet, many people are taking strong interests in distributed Virtual Reality : the virtual environment is shared by many paticipants interacting over the network. To support sharing virtual environment and interactions on a network, we developed novel contributions to 3D world description and a network model. Interactive 3D world description is based on VRML, which is extended to support multi-user interactions. Then network model in our system consists of an architecture and a set of protocols for realizing a multi-user interactive shared 3D environment in IP multicast environment.

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