• Title/Summary/Keyword: Virtual Design

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The Efficient Management of Digital Virtual Factory Objects Using Classification and Coding System (분류 및 코딩시스템을 이용한 디지털 가상공장 객체의 효율적 관리)

  • Kim, Yu-Seok;Kang, Hyoung-Seok;Noh, Sang-Do
    • Korean Journal of Computational Design and Engineering
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    • v.12 no.5
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    • pp.382-394
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    • 2007
  • Nowadays, manufacturing industries undergo constantly growing pressures for global competitions, and they must shorten time and cost in product development and production to response varied customers' requirements. Digital virtual manufacturing is a technology that can facilitate effective product development and agile production by using digital models representing the physical and logical schema and the behavior of real manufacturing systems including products, processes, manufacturing resources and plants. For successful applications of this technology, a digital virtual factory as a well-designed and integrated environment is essential. In this paper, we developed a new classification and coding system for effective managements of digital virtual factory objects, and implement a supporting application to verify and apply it. Furthermore, a digital virtual factory layout management system based on the classification and coding system has developed using XML, Visual Basic.NET and FactoryCAD. By some case studies for automotive general assembly shops of a Korean automotive company, efficient management of factory objects and reduction of time and cost in digital virtual factory constructions are possible.

A Comparative Study of the Shapes of 3D Virtual Skirts and Actually Made Skirts (3차원 가상스커트와 실물제작 스커트의 명상 비교연구)

  • Lee, So-Young;Kang, In-Ae
    • Journal of the Korean Society of Costume
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    • v.59 no.8
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    • pp.26-36
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    • 2009
  • The aim of this study is to be the fundamental study for virtual clothing system of the future through a comparative analysis of the difference between a virtual frill skirt and a real frill skirt using a 3-dimensional Apparel cad system. Satin was selected as a comparative fabric of the real skirt and virtual skirt. And compared skirts are frilled 1.5widths, 2widths, and 2.5widths. In case of 1.5widths frilled, the real skirts and virtual skirts showed no significant difference except in shirring frill expression. However, in case of 2widths frilled, and 2.5widths frilled skirts, significant differences in the extent of frill flattening, the sectional diagram of the bottom hem, and the skirt shape. The virtual skirt showed that as its multiple proportion of frill increased, the sidelines of the skirt drooped and excessively extended, and collision detection that the belt was twisted and torn apart arose. Furthermore, not only the frill but also the shape of the skirt was transformed, and the bottom hems were widened back and forth, and the sectional diagram of the bottom hems were transformed into rounded shapes.

Design and Implementation of Virtual Aquarium

  • Bak, Seon-Hui;Lee, Heeman
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.12
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    • pp.43-49
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    • 2016
  • This paper presents the design and implementation of virtual aquarium by generating 3D models of fishes that are colored by viewers in an aim to create interaction among viewers and aquarium. The virtual aquarium system is composed of multiple texture extraction modules, a single interface module and a single display module. The texture extraction module recognize the QR code on the canvas to get information of the predefined mapping table and then extract the texture data for the corresponding 3D model. The scanned image is segmented and warp transformed onto the texture image by using the mapping information. The extracted texture is transferred to the interface module to save on the server computer and the interface module sends the fish code and texture information to the display module. The display module generates a fish on the virtual aquarium by using predefined 3D model with the transmitted texture. The fishes on the virtual aquarium have three different swimming methods: self-swimming, autonomous swimming, and leader-following swimming. The three different swimming methods are discussed in this paper. The future study will be the implementation of virtual aquarium based on storytelling to further increase interactions with the viewer.

The PRISMA Statement: The Characteristics of Fashion Distribution Channels in Virtual Reality

  • Jae-Min LEE
    • Journal of Distribution Science
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    • v.21 no.10
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    • pp.85-95
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    • 2023
  • Purpose: Virtual reality's impact on fashion distribution extends beyond singular transactions, facilitating the emergence of novel collaborations. As investigating the characteristics of fashion distribution channels in virtual reality, this study explores how the fashion industry can utilize virtual reality distribution channels to their maximum capacity while minimizing potential disadvantages. Research design, data, and methodology: The approach used to gather previous studies for this study adheres to the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) methodology. This method is widely acknowledged and recommended for its systematic and transparent approach to selecting relevant literature. This kind of literature search plays a vital role in a systematic evaluation as it informs the results. Results: The finding indicates consistently a total of eight kinds of characteristics of fashion distribution channels in virtual reality. The result means that the attributes of fashion distribution channels in virtual reality are causing significant changes in the fashion industry, revolutionizing the consumer experience, and redefining the parameters of creativity and collaboration. Conclusions: In sum, the global reach and accessibility of modern technology enhance the capacity of fashion companies to expand their market presence. This facilitates their participation in intercultural interactions and allows them to serve a wide range of customers.

Design and Implementation of Virtual Machine Monitor for Embedded Systems (임베디드 시스템을 위한 가상 머신 모니터의 설계와 구현)

  • Son, Sung-Hoon;Lee, Jae-Hyeon
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.1
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    • pp.57-64
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    • 2009
  • Recently virtualization has been one of the most popular research topics in system software area. While there already exist many commercial virtualization products for general-purpose computer system, little efforts are made to virtualize embedded system. In this paper, we design and implement a virtual machine monitor which divides each physical hardware resource of a embedded system into logical ones and reorganizes them into many virtual machines, which result in running several real-time operating systems concurrently on a single embedded system. We measure various performance metrics of the virtual machine monitor developed on a real embedded system. The results of the study show that our virtual machine monitor has enough potentiality of its application to real-world embedded systems.

Attributes of the metaverse and consumers' perceived values of fashion brands in virtual spaces (패션 브랜드 가상공간에서 메타버스의 속성과 소비자의 지각된 가치)

  • Shinyoung Park;Su-yun Shin
    • The Research Journal of the Costume Culture
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    • v.32 no.3
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    • pp.321-333
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    • 2024
  • This study aims to investigate how consumers perceive the attributes (ubiquity, continuity) of metaverse fashion brands in a virtual space. It also empirically verifies the impact on consumers' perceived values (hedonic value, social value) and consumer behavioral intentions (intention to use the platform, intention to purchase virtual products). The results verified in this study are as follows: First, we confirmed that the metaverse attributes perceived by consumers in the virtual space of the fashion brand, ubiquity and daily extension, positively affect customers' perceived hedonic and social values. Second, we found that consumers' perceived hedonic and social values have a significant positive effect on their intention to use the platform. Finally, we found that consumers' intention to use the platform had a significant positive effect on their intention to purchase virtual products. The results of this study will have academic significance by expanding the scope of research related to identifying metaverse attributes and values by identifying metaverse attributes and consumer values that perceived by consumers in fashion brands' virtual spaces in the metaverse. This study suggests a direction and strategy for fashion brands to move forward in building virtual spaces on the metaverse platform. In this way, they can create perceived value for consumers that elicits positive consumer behavioral intentions.

Internet Based Managing Design and Production Processes in a Distributed Global Environment (인터넷 기반 디자인 및 생산지원 분산환경 프로세스관리 기법 연구)

  • 박화규
    • The Journal of Information Systems
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    • v.9 no.1
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    • pp.217-234
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    • 2000
  • This paper is to develop an information infrastructure to support managing process in design, planning, production, and quality control. Multi-media data set of design, product, and management information flow between organizational units of a virtual enterprise. The process is the logical organization of people, technology and practices incorporated into work activities to make an end product. The core of the infrastructure is the enterprise framework which coordinates activities and controls the process. The proposed framework manages collaborative activities across space and time, and between users and computers who share information in virtual community. It utilizes knowledge distributed through virtual community and fosters cooperation between organizations. The framework provides the following facilities; coordinating activities, sharing data and processes, visualizing multi-media data, customizing and updating processes, reusing data and processes. This paper covers design and manufacturing activities but our focus is initially targeted at design area.

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Development of the Driving Simulator of High Speed Train based on the Concurrent Engineering Design Environment (동시공학설계환경에서의 고속철도 주행시뮬레이터 개발)

  • Jun, Hyun-Kyu;Park, Sung-Hyuk;Kwak, Young-Kyu
    • Proceedings of the KSME Conference
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    • 2004.11a
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    • pp.1001-1006
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    • 2004
  • The concurrent engineering technologies have been broadly used in the field of the design, testing, manufacturing and maintenance works to reduce development time and costs. For this purpose, many design environments with the product data management system, the virtual engineering system and web database system are developed. In this research, we developed the driving simulator of the KTX(Korea Train Express) as a basic study for building the concurrent engineering design environment of rolling stock. The virtual track was developed from the Seoul to the Busan and the Daejeon to Mockpo to generate immersible driving environment. Also, fault generation systems were developed to educate drivers of the KTX. We expect to reduce the time and costs of newly developed rolling stock using the design environment developed in the research.

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A Study on Implementation of Human Sensibility Ergonomics for Product Development (감성공학적 제품개발 시스템 구현에 관한 연구)

  • 변상법;이동길;남택우;손승진;이순요
    • Proceedings of the ESK Conference
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    • 1997.04a
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    • pp.196-199
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    • 1997
  • This paper describes the implementation process of Virtual Modeling system for a customer-oriented product. The human sense is measured and analyzed by physical design factors and can be applied also for the product design. The first step implementing virtual modeling is to make a human sensibility("Kansei") database. Human sensibility database is constructed with the relational data of Kansei words and design factors. The next step is extraction the design information from the human sensibility database by fuzzy inference algorithm. This design information is used for the input data for the graphic database. Virtual implementation software compounds 3D shape of product. The final product can be modified according to the customer's requirement.quirement.

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Force Synchronizing Control for AC Servomotor-Ball Screw Driven Injection Unit (AC서보모터-볼스크루 구동 사출장치의 힘 동기제어)

  • Cho, S.H.
    • Journal of Drive and Control
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    • v.12 no.2
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    • pp.14-20
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    • 2015
  • This paper focuses on the issue of force synchronizing control for the injection servomechanism of injection molding machines. Prior to the controller design, a virtual design model was developed for the injection mechanism with an AC servomotor-ball screw. A synchronizing controller is designed and combined with the PID control to accommodate the mismatches between the real plant and the linear model plant used. Due to the plant uncertainty, the stiffness and the damping of the mechanism were considered. From the tracking control simulations based on the virtual design model, it is shown that a significant reduction in force synchronizing error is achieved through the use of a proposed control scheme.