• Title/Summary/Keyword: Virtual Design/Analysis

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Development of Virtual Integrated Prototyping Simulation Environment for Plasma Chamber Analysis and Design (VIP-SEPCAD) (플라즈마 챔버의 특성 분석 및 최적 설계를 위한 가상의 시뮬레이션 환경 개발)

  • 김헌창;설용태
    • Journal of the Semiconductor & Display Technology
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    • v.2 no.4
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    • pp.9-12
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    • 2003
  • This paper describes a newly developed simulation environment for analysis and design of a plasma processing chamber based on first principles including complicated physical and chemical interactions of plasma, fluid dynamics of neutrals, and transport phenomena of particles. Capabilities of our simulator, named VIP-SEPCAD (Virtual Integrated Prototyping Simulation Environment for Plasma Chamber Analysis and Design), are demonstrated through a two dimensional simulation of an oxygen plasma chamber. VIP-SEPCAD can provide plasma properties such as spatiotemporal profiles of plasma density and potential, electron temperature, ion flux and energy, etc. By coupling neutral and particle transport models with a three moment plasma model, VIP-SEPCAD can also predict spatiotemporal profiles of chemically reactive species and particles exist in plasma.

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Design of a Hybrid Serial-Parallel Robot for Multi-Tasking Machining Processes (ICCAS 2005)

  • Kyung, Jin-Ho;Han, Hyung-Suk;Ha, Young-Ho;Chung, Gwang-Jo
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.621-625
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    • 2005
  • This paper presents a new hybrid serial-parallel robot(HSPR), which has six degrees of freedom driven by ball screw linear actuators and motored joints. This hybrid robot design presents a compromise between high rigidity of fully parallel manipulators and extended workspace of serial manipulators. The hybrid robot has a large, singularity-free workspace and high stiffness. Therefore, the presented kinematic structure of the hybrid robot is particularly suitable for multi-tasking machining processes such as milling, drilling, deburring and grinding. In addition to the machining processes, the hybrid robot can be used for welding, fixturing, material handling and so on. The study on design of the hybrid robot is performed. A kinematic analysis and mechanism description of the hybrid robot with six-controlled degree of freedom is presented. In the virtual design works by DADS, workspace and force analysis are discussed. A numerical model is treated to demonstrate our analysis and to determine the range of permissible extension of the struts. Also, we determine some important design parameters for the hybrid robot.

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Development of Virtual Prototype for Multi-Purpose Lathe Slide System (다기능 복합가공기 이송시스템의 가상시제품 개발)

  • 정상화;차경래;김상석
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.556-556
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    • 2000
  • In the multi-purpose lathe, the design of tilting turret slide system has an important and critical role to enhance the accuracy of the machining process. Tilting turret unit is traveled by 3-axis slide systems. There is a need to design this part very carefully. In this research, the 3-axis slide system with tilting turret unit is researched with two approaches; The first is that 3-axis slide system is modeled and simulated using ADAMS software. The dynamic behavior of this system is visualized by data graphs and dynamic animations. The second is that the slide system is analyzed with the aspect of stress distribution. The slide system is modeled and displayed by PATRAN and analyzed by NASTRAN. The analysis of strain and stress distribution in the each node is prompted and visualized in the computer. The first step of virtual prototype which makes it possible to design economically and effectively is developed.

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A Study on the Usability test and Space Syntax analysis in Web Museum (Museum Web 공간의 사용성 평가와 구조분석에 관한 연구)

  • 최성욱;황미영;임채진
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2002.04a
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    • pp.99-104
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    • 2002
  • The main concept of this thesis is to research about how to express the interface element of the virtual museum on tile cyber space and how to evaluate its organization. In addition, the basis of this thesis is to help people build their efficient spaces on the current virtual museum. My understanding about the interface element and its structural evaluation is grounded on Usability evaluation and Syntax thesis. For the survey, I utilize two different methods. One is regular questionnaire; the other is heuristic evaluation which is derived from empirical study and practical experience. The survey is mainly composed of contents, design, usability and overall impression. The main concept of this research is to establish the initial foundation of the virtual museum on cyber space by suggesting an objective evolutional norm including esthetic orientation.

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Durability Analysis and Experiments of a Vehicle Component (차량 부품의 내구도 해석과 실험의 비교)

  • Park, Dong-Woon;Park, Su-Jin;Yoo, Wan-Suk
    • Transactions of the Korean Society of Automotive Engineers
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    • v.15 no.2
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    • pp.28-34
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    • 2007
  • In design stage of vehicles, the application of virtual durability analysis techniques enables us to cut down the necessary time and cost to carry out various physical experiments. In this study, computer simulations of vehicle suspensions were carried out with DADS program including component flexibility, and the durability analysis of vehicle components was executed with MSC/Fatigue program using the load history obtained from vehicle dynamic simulation. Driving test of a vehicle was also carried out to obtain precise input data for the durability analysis, and the results of virtual durability analysis were compared to those of experiments.

Comparative Study on the Interface and Interaction for Manipulating 3D Virtual Objects in a Virtual Reality Environment (가상현실 환경에서 3D 가상객체 조작을 위한 인터페이스와 인터랙션 비교 연구)

  • Park, Kyeong-Beom;Lee, Jae Yeol
    • Korean Journal of Computational Design and Engineering
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    • v.21 no.1
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    • pp.20-30
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    • 2016
  • Recently immersive virtual reality (VR) becomes popular due to the advanced development of I/O interfaces and related SWs for effectively constructing VR environments. In particular, natural and intuitive manipulation of 3D virtual objects is still considered as one of the most important user interaction issues. This paper presents a comparative study on the manipulation and interaction of 3D virtual objects using different interfaces and interactions in three VR environments. The comparative study includes both quantitative and qualitative aspects. Three different experimental setups are 1) typical desktop-based VR using mouse and keyboard, 2) hand gesture-supported desktop VR using a Leap Motion sensor, and 3) immersive VR by wearing an HMD with hand gesture interaction using a Leap Motion sensor. In the desktop VR with hand gestures, the Leap Motion sensor is put on the desk. On the other hand, in the immersive VR, the sensor is mounted on the HMD so that the user can manipulate virtual objects in the front of the HMD. For the quantitative analysis, a task completion time and success rate were measured. Experimental tasks require complex 3D transformation such as simultaneous 3D translation and 3D rotation. For the qualitative analysis, various factors relating to user experience such as ease of use, natural interaction, and stressfulness were evaluated. The qualitative and quantitative analyses show that the immersive VR with the natural hand gesture provides more intuitive and natural interactions, supports fast and effective performance on task completion, but causes stressful condition.

A Study on the Shape of Shirring Using 3D Virtual Clothing System (3차원 가상 의복의 셔링 표현에 관한 연구)

  • Kang, In-Ae;Lee, So-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.7
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    • pp.1111-1125
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    • 2010
  • Study is a basic analysis of a future virtual clothing system based on a comparative analysis of all the shirring, using a 3-dimensional apparel cad system. Frilled skirts shirred at the lower hemline were the subject of this study for a comparison of expression and shape of shirring. It compared the silhouette and details expressed in virtual and real skirts made of woolen fabrics and polyester satin, with different widths (1.5, 2 and 2.5 widths). It was found that the virtual skirt could not express shirring as exquisitely as the real skirt due to fabric thickness and other fabric characteristics. In addition, the increase in widths caused the frill shape to deform badly. In the case of a virtual skirt made of polyester satin, the increased multiplication factor let the frill spread out sharply (unlike the real skirt). Simulated skirts of polyester satin and woolen spread out to the sides with the sidelines of their frills hanging down markedly (unlike the real cloths) when the frills changed from 1.5 widths to 2 widths. When it came to the virtual skirt, side-line from the hip down all the way short of frill contorted with the wrinkle multiplication factor of 2 and 2.5 widths. This phenomenon was more notable in polyester satin skirts than in woolen skirts.

Multidisciplinary Research Analysis on Virtual Wear -Focusing on Domestic Research-

  • Su-Joung Cha
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.6
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    • pp.183-192
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    • 2024
  • The purpose of this study was to collect research related to virtual clothing conducted in Japan with virtual clothing as the keyword, and to understand research trends in the field of virtual clothing, including research timing, content, and methods. By doing so, I attempted to present a direction of travel for future research related to virtual clothing. An analysis of the academic fields of virtual clothing-related journals and dissertations revealed that the fashion field was the most common, followed by the natural sciences and the arts. The distribution of virtual clothing-related studies by year showed a gradual increase after 2000, a decrease between 2016 and 2020, and an increasing trend after the corona pandemic. Marketing was the most common research topic for virtual clothing, followed by virtual fitting, design, materials, and systems. Experimental research was the most common research method related to virtual clothing, followed by survey research and development research. n the future, research on fashion-related system development and verification of the effectiveness of virtual garments is expected to advance. In addition, it would be necessary to analyze trends in virtual clothing research outside of Korea.

A Study on Establishing Relationship between Fashion Design Process and Storytelling (패션 디자인 프로세스와 스토리텔링의 관계 정립에 관한 연구)

  • Sung, You-Jung;Kwon, Gi-Young
    • Fashion & Textile Research Journal
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    • v.11 no.2
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    • pp.210-218
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    • 2009
  • The Purpose of this study is to demonstrate Storytelling as an effective device for Fashion Design by establishing relationship between Fashion Design Process and Storytelling. Through researching a social background and a concept of storytelling, found that story used interactively is a powerful tool for attention, understanding and change in both individuals and communities. Analysed the elements and the structure of storytelling and Fashion Design Process, by researching preceding researches. Therefore, we proposed a new four elements -text factor, visual factor, audio factor and virtual factor- and four steps (1)exploring stories, (2)planning a story, (3)building the story, (4)do storytelling- of storytelling and four steps-(1)gathering and analysing informations, (2)building a concept, (3)planning and developing a design, (4)do evaluation and make decision- of fashion design process. Through comparative analysis, we found a closeness between two structures, a use of common factors and also found characteristics to be considered in each stage. In the first stage, we found text, visual and audio factor as common factors. In the second stage, we suggested text and visual factor as common factors and also suggested clarity, realism and probability as characteristics. In the third stage, we found text, visual and virtual factor and also found dynamism, immersion and continuity. In the last stage, we suggested text, visual, virtual and audio factor and also suggested presence and interactivity as characteristics.