• Title/Summary/Keyword: Virtual Company

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Development of a Knowledge-Based Information Management System for Plant Maintenance (설비 관리를 위한 지식기반 정보관리 시스템의 개발)

  • Park, Young-Jae;Lee, Sang-Min;Yim, Hyung-Sang;Choi, Jae-Boong;Kim, Young-Jin;Roh, Eun-Chul;Lee, Byung-Ine
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.27 no.11
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    • pp.1933-1940
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    • 2003
  • Recently, the importance of plant maintenance(PM) was highly raised to provide efficient plant operation which highly affects the productivity. For this reason, a number of engineering methodologies, such as risk-based inspection(RBI), fitness for service guidelines(FFS), plant lifecycle management(PLM), have been applied to improve the plant operation efficiency. Also, a network-based business operation system, which is called ERP(Enterprise Resource Planning), has been introduced in the field of plant maintenance. However, there was no attempt to connect engineering methodologies to the ERP PM system. In this paper, a knowledge-based information system for the plant operation of steel making company has been proposed. This system which is named as K-VRS(Knowledge-based Virtual Reality System), provides a connection between ERP plant maintenance module and knowledge-based engineering methodologies, and thus, enables network-based highly effective plant maintenance process. The developed system is expected to play a great role for more efficient and safer plant maintenance.

Design and Implementation of Information Security System to Prevent Leakage of Drawing Information (설계정보 유출방지를 위한 정보보안시스템 설계 및 구현)

  • Chang, H.B.;Lee, H.S.
    • Korean Journal of Computational Design and Engineering
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    • v.11 no.5
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    • pp.327-334
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    • 2006
  • Recently, security incidents are growing rapidly in which internal employees let the drawing leak out to competitors or other countries. This type of security incidents has a characteristic that it occurs less frequently than other types of security incidents such as network or server security incident, but the damage is a lot more serious. The existing information security technologies to prevent internal information from being leaked out are only applicable to general documents(office documents, web pages and image files in which data are encrypted one by one). However, architectural drawings made up of collection of files with various formats(extensions) have problems with the process speed of en(de) cryption and accuracy, so the developments of security technologies by new methods are required. In this study, we design and develop a security technology based on work area with which users can protect the leakage of critical information in the kernel level while maintaining their work environment when they have to use sharing information that cannot be managed by the unit of file. As a result, we developed the "Virtual Secure Disk" which allows only authorized users and applications to have an access to drawings, and have verified its security by applying it to the actual company.

Comparing the Behavioral Patterns and Psychological Characteristics of Web Board Gamers and Gamblers

  • Han, Jiwon;Seo, Yeseul;Lee, Choognmeong;Han, Doug Hyun
    • Psychiatry investigation
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    • v.15 no.12
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    • pp.1181-1187
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    • 2018
  • Objective In Korea, online board games, such as "flower cards," are played using virtual money. In contrast, Internet-based gambling (ibGambling) concerns the use of real money to gamble online. We hypothesized that online board gamers using virtual money show less risky behaviors than do gamblers who use real money, and that, in regard to psychological aspects, online board gamers are less depressed and more introverted than online gamblers are. Methods For this study, 100 online board gamers, 100 ibGamblers, 100 offline gamblers (offGamblers), and 100 age- and sex-matched healthy controls were recruited by an online research company. Gambling behavior and self-efficacy were assessed using the Korean Gambling Behavior Scale-high/low factors (KGBS-H/L) and the Gambling Abstinence Self-efficacy Scale (GASS). Additionally, introversion, depression, and mania tendency were assessed. Results Online board gamers had good intentions gaming, as evidenced by their higher KGBS-L scores than ibGamblers and offGamblers, and they showed less risky behaviors, as evidenced by their lower KGBS-H scores than offGamblers. Additionally, online board gamers were less introverted than ibGamblers and less depressed than offGamblers. Conclusion Online board gaming could be a gateway to the world of gambling (ibGambling or OffGambling). However, the higher tendency of online board gamers to engage in good intentioned gaming could help prevent online board gaming from progressing to online or offline gambling.

Analysis of Intersection Accident Trend of Autonomous Emergency Braking system Vehicle based on Actual Accident (실사고 기반 자동긴급제동장치 차량의 교차로 사고 경향 분석)

  • Yunsik Shin;Moon Young Kim;Jayil Jeong
    • Journal of Auto-vehicle Safety Association
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    • v.15 no.1
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    • pp.35-44
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    • 2023
  • The purpose of this study is to predict how the actual accident changes by reconstructing the accident with an Autonomous Emergency Braking system (AEB) based on the actual accident of the LTAP-OD (Left Turn Crossing Path - Opponent Direction) intersection. A virtual AEB sensor was developed, and 150 head-on collision accident reports were secured to the insurance company to reconstruct the accident. As a result of the accident type analysis, a total of 13 types of head-on collision accidents were derived, and it is the LTAP-OD intersection accident with the highest frequency. In the LTAP-OD intersection accident, the simulation was conducted by applying the virtual AEB of each vehicle, the accident rate decreased by 90% or more when the AEB of the left-turn vehicle was applied, and the accident rate decreased by 50%. In addition, the most frequent collision types in LTAP-OD accidents were the front bumper on the driver's side of a vehicle going straight and the front bumper on the passenger's side of a vehicle turning left.

Sharing Product Data among Heterogeneous PDM Systems Using OpenPDM (서로 다른 PDM 시스템 간에 OpenPDM을 이용한 제품데이터의 교환)

  • Yang, Jeong-Sam;Han, Soon-Hung;Mun, Du-Hwan
    • Korean Journal of Computational Design and Engineering
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    • v.13 no.2
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    • pp.89-97
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    • 2008
  • Today's manufacturing environment is becoming a distributed manufacturing process in which a unique and specialized technological background is required in specific domains rather than having a single company execute all the manufacturing processes. This phenomenon is especially true in the automotive industry, where the sharing of product data between companies is rampant; however, this kind of interoperability causes many problems. When each company has its own method of managing product data, the sharing of product data in a distributed environment is a major problem. A data translator module or a data mapping module had to be developed for the exchange of data in heterogeneous systems of product data management (PDM); moreover, this type of module must be continually changed and improved due to the fact that PDM systems change for many reasons. In addition, the growth in corporate partnerships deepens the burden of developing and maintaining this module and creates further data exchange problems due to the increasing complexity of the system. This paper introduces a way of exchanging product data among heterogeneous PDM systems through the use of OpenPDM, which is a kind of virtual data warehouse. The implementation of a PDM integrating system is also discussed with respect to the requirement for a logical integration of product data which are physically distributed.

Civil Law Issues of Augmented Reality Game Company's Responsibility for Game Users and Game Servicing Area Parties (증강현실 게임 회사 측의 게임 이용자와 게임 서비스 지역 사회에 대한 민사 책임 연구)

  • Kim, Yunsoo
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.63-72
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    • 2018
  • Legal issues whether augmented reality(AR) game service companies are responsible for damages that their game users cause to the community and residents are occurring these days. These kind of damages affect not only game users but also third parties who do not play the AR game. This paper explores the recent cases and analyze the type of legal issues such as trespass, nuisance and unjust enrichment. To determine the necessity of regulating the AR game company, constitutional balancing test, causation, specificity and persistence of the damage and other various standards should be applied.

A System for Custom-built Mobile Contents Production and Transmission (사용자 맞춤형 모바일 콘텐츠 제작과 전송을 위한 시스템)

  • Han, Seung-Jin;Choi, Jun-Hyeog
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.7
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    • pp.117-124
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    • 2010
  • Recently, according to development of wired and wireless networks, contents production of user-defined changes a environment producing contents that it get out of manufactured contents offered by mobile telecommunication company. This paper propose a system proposing and registering a contents service provider of mobile telecommunication company for user-defined mobile contents production and transmission. We propose a system using web hosting service for user-defined mobile contents production and solution for system and transmission for contents production of a person and enterprises.

Fast Detection Algorithm for Voltage Sags and Swells Based on Delta Square Operation for a Single-Phase Inverter System

  • Lee, Woo-Cheol;Sung, Kook-Nam;Lee, Taeck-Kie
    • Journal of Electrical Engineering and Technology
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    • v.11 no.1
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    • pp.157-166
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    • 2016
  • In this paper, a new sag and peak voltage detector is proposed for a single-phase inverter using delta square operation. The conventional sag detector is from a single-phase digital phase-locked loop (DPLL) that is based on d-q transformations using an all-pass filter (APF). The d-q transformation is typically used in the three-phase coordinate system. The APF generates a virtual q-axis voltage component with a 90° phase delay, but this virtual phase cannot reflect a sudden change in the grid voltage at the instant the voltage sag occurs. As a result, the peak value is drastically distorted, and it settles down slowly. A modified APF generates the virtual q-axis voltage component from the difference between the current and the previous values of the d-axis voltage component in the stationary reference frame. However, the modified APF cannot detect the voltage sag and peak value when the sag occurs around the zero crossing points such as 0° and 180°, because the difference voltage is not sufficient to detect the voltage sag. The proposed algorithm detects the sag voltage through all regions including the zero crossing voltage. Moreover, the exact voltage drop can be acquired by calculating the q-axis component that is proportional to the d-axis component. To verify the feasibility of the proposed system, the conventional and proposed methods are compared using simulations and experimental results.

The Built of Smart Factory Using Sensors and Virtual Process Design (센서와 가상 공정설계를 활용한 스마트 팩토리 구축)

  • So, Byeong-Eob;Shin, Sung-Sik
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.6
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    • pp.1071-1080
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    • 2017
  • Recently, the terms of the 4th Industrial Revolution and the Smart Factory are often heard through news and media. But most of the companies that are parties are not interested. Because there is no specific guidance on how to build Smart Factory and information about Smart Factory. The built of the Smart Factory should be carried out in accordance with the size of the company considering the purpose of the introduction. In the existing study, they analyzed successful cases of building Smart Factory in Korea As a result, in the case of large-size firms, it is an effective strategy that expanding from a model factory to whole factory for successful Smart Factory building. In addition, in the case of medium and small-size firms, it is an effective strategy that upgrading from low-level step to high-level step for successful Smart Factory building. In this study, selecting medium and small-size firms, and bottleneck section and processes requiring improvement are identified through 3D virtual process design, and then install sensors. Finally, after analyzing the data collected through the sensor, we will improve the process and build Smart Factory with improved productivity.

Game Platform and System that Synchronize Actual Humanoid Robot with Virtual 3D Character Robot (가상의 3D와 실제 로봇이 동기화하는 시스템 및 플랫폼)

  • Park, Chang-Hyun;Lee, Chang-Jo
    • Journal of Korea Entertainment Industry Association
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    • v.8 no.2
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    • pp.283-297
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    • 2014
  • The future of human life is expected to be innovative by increasing social, economic, political and personal, including all areas of life across the multi-disciplinary skills. Particularly, in the field of robotics and next-generation games with robots, by multidisciplinary contributions and interaction, convergence between technology is expected to accelerate more and more. The purpose of this study is that by new interface model beyond the technical limitations of the "human-robot interface technology," until now and time and spatial constraints and through fusion of various modalities which existing human-robot interface technologies can't have, the research of more reliable and easy free "human-robot interface technology". This is the research of robot game system which develop and utilizing real time synchronization engine linking between biped humanoid robot and the behavior of the position value of mobile device screen's 3D content (contents), robot (virtual robots), the wireless protocol for sending and receiving (Protocol) mutual information and development of a teaching program of "Direct Teaching & Play" by the study for effective teaching.