• 제목/요약/키워드: Virtual Life

검색결과 543건 처리시간 0.026초

Modeling for the Fatigue Analysis of Al Alloy Casting Containing Internal Shrinkage Defect (내부 결함을 포함하는 알루미늄 합금 주조품의 피로해석을 위한 모델링)

  • Lee, Sung-Won;Kim, Hak-Ku;Hwang, Ho-Young;Kwak, Si-Young
    • Journal of Korea Foundry Society
    • /
    • 제30권5호
    • /
    • pp.196-200
    • /
    • 2010
  • The structural stress and fatigue behavior of tensile specimen containing internal shrinkage defect were modeled. Real shrinkage defect in casting was scanned by industrial CT (computed tomography), and subsequently its shape was simplified by ellipsoidal primitives for the structural analysis (S.S.M., shape simplification method). The analysis results were compared with the results by real shrinkage shape without any simplification process. It was possible to consider real shrinkage of casting in stress analysis and the method to predict fatigue life of casting with defect was proposed.

Spatial Information Based Simulator for User Experience's Optimization

  • Bang, Green;Ko, Ilju
    • Journal of the Korea Society of Computer and Information
    • /
    • 제21권3호
    • /
    • pp.97-104
    • /
    • 2016
  • In this paper, we propose spatial information based simulator for user experience optimization and minimize real space complexity. We focus on developing simulator how to design virtual space model and to implement virtual character using real space data. Especially, we use expanded events-driven inference model for SVM based on machine learning. Our simulator is capable of feature selection by k-fold cross validation method for optimization of data learning. This strategy efficiently throughput of executing inference of user behavior feature by virtual space model. Thus, we aim to develop the user experience optimization system for people to facilitate mapping as the first step toward to daily life data inference. Methodologically, we focus on user behavior and space modeling for implement virtual space.

The Development of Virtual Simulator for Agile Manufacturing System (민첩 생산 시스템을 위한 가상 시뮬레이터 개발)

  • 차상민
    • Proceedings of the Korean Society of Machine Tool Engineers Conference
    • /
    • 한국공작기계학회 2000년도 춘계학술대회논문집 - 한국공작기계학회
    • /
    • pp.478-483
    • /
    • 2000
  • In this study to cope with the decreasing product's life-cycle a virtual simulator to realize the simulation environment similar to a real manufacturing line is developed. The developed simulator plays a role in reducing the product conversion time by alternating manufacturing components and work plans on the simulation as manufacturing lines change and actuating a virtual manufacturing lines change and actuating a virtual manufacturing line before a real production. The developed simulator realized a virtual manufacturing line on the simulation using various manipulators and work cells as manufacturing components. Also It can be shown that the simulator can cope with rapid change of a manufacturing line by developing a interface that a separate process is managed for each manufacturing module and a manipulator component and a work cell are changed for a user to become convenient to teach tasks of each work module. using Microsoft Visual C++ 6.0 and OpenGL of Silicon Graphics for libraries to realize 3-dimensional graphic and constructing a database system, a hybrid type of hierachical and relational model to develop a progra that has efficiency and standardization.

  • PDF

Development of a Technique to Transfer Output from FEM Analysis to VRML Format for the Web Based CAE Information System (Web 기반형 CAE 정보 전달 시스템 구현을 위한 유한 요소 해석 결과의 VRML 변환기술 개발)

  • 황호진;이영석;오재우;박만진;장동영
    • Proceedings of the Korea Society for Simulation Conference
    • /
    • 한국시뮬레이션학회 2001년도 춘계 학술대회 논문집
    • /
    • pp.88-95
    • /
    • 2001
  • VR(Virtual Reality)의 개념이 제조공학 분야로 확대 적용되면서 설계분야에서의 가상조형 (Virtual Prototyping), 제조분야에서의 가상제조시스템(Virtual Manufacturing System)이라는 새로운 형태의 제조 시스템 및 설계기술이 차세대 제조기술로서 발전해 오고있으며 이런 가상제조방법(Virtual Manufacturing)은 컴퓨터를 이용하며 생산과정에서 제품뿐만이 아니라 유한요소해석을 유용하여, 공정까지도 모의실험을 하며 생산성(manufacturability), 최종 형태(final shape), 잔류 응력(residual stress), 제품 수명 주기(life-cycle)등과 같은 요소들의 최적화 정보를 제공하게 된다. 본 연구에서는 이러한 가상제조방법을 구현하기 위한 기초적 단계로서 가상단조기계를 가상현실기법을 이용하여 모델링하고 Java를 이용하여 모델링된 단조기계를 제어하고 제조되는 단조물에 대한 내부 응력 및 형태변환을 유한 요소법을 이용하여 분석하고 분석된 단조물의 자료를 WEB상을 통하여 닥 수 있게 유한 요소 해석결과를 VRML언어로 변환하는 작업을 수행하였다.

  • PDF

A Study on the Types of Virtual Influencers in China Using Q Methodology

  • LILI;Jong-Yoon Lee;ShanShan LIU;Jang Sun Hong
    • International Journal of Advanced Culture Technology
    • /
    • 제11권2호
    • /
    • pp.152-161
    • /
    • 2023
  • Modern people live a life connected with the real world and the virtual world by relying on the new media of enterprises and social consumption led by innovative technologies. In this environment, virtual influencers actively communicate with consumers and build relationships through social media, which is a new marketing tool that has attracted widespread attention. From a business perspective, it is necessary to have a solid understanding of this phenomenon, and then explore communication strategies to effectively develop virtual influencers. To investigate followers' preference for virtual influencers, this study employs the Q-method, which studies human subjective attributes, an empirical research effort to uncover complex issues in human subjectivity. To determine the factors that trigger people's voluntary and active practice and the preference degree of virtual influencers, the Q method is implemented to examine human subjectivity, thoughts and attitudes. According to the results of this study, virtual influencers are a new group of idols full of vitality. The interviews found that there are still many virtual influencers who do not know about followers, but each type can be clearly understood through the intuitive understanding of the interviewees. Divided out, type 1 one egoideal virtual influencers aim to represent an idealized version of the creator or target audience. Embodies ideal physical characteristics, personality or lifestyle desired by the audience. Type 2 is charismatic and attractive, and has the characteristics of most virtual influencers. It is suggested that it can be developed into a potential type, doing brand cooperation, and content production on social media platforms. Type 3: Game animation, derived from the image of characters in games or comics, with stylized features and energetic personalities, which can be integrated into games or entertainment experiences. Type 4 development potential type is the most successful type among virtual imagers, and it is also the purpose of marketing virtual influencers. It is essential that brand endorsement on social media platforms, integrated marketing, and driving advertising traffic. It is recommended to improve production technology to reduce investment costs.

Validity Evaluation of Virtual Training in Maritime Safety (해사안전 가상훈련의 유효성 평가)

  • Jung, Jin-Ki;Lee, Hyeop-Woo;Park, Deuk-Jin;Ahn, Young-Joong
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
    • /
    • 한국항해항만학회 2018년도 추계학술대회
    • /
    • pp.25-26
    • /
    • 2018
  • Virtual training is widely used based on safety and cost efficiency as a way to efficiently train based on virtual reality. In this paper, we propose the implementation and validation evaluation of life safety training, life training in closed area training, initial fire extinguishing training as a virtual training in maritime safety training. Specifically, we discuss how to implement virtual training to meet the goals of each training, and we propose training methods for evaluating trainees' effectiveness when implemented in this manner. The proposed evaluation method can be used as a quantitative evaluation index of the trainee's training assessment of the training and the safety contribution of the training to the evaluation of the training efficienc

  • PDF

The Present Status and Vision of Virtual Construction System Development (가상 건설 시스템 개발 현황과 비전)

  • Kim, Jae-Jun;Choi, Cul-Ho;Shin, Hyun-Mok;Jin, Sang-Yoon;Lee, Kwang-Myung
    • Proceedings of the Korean Institute Of Construction Engineering and Management
    • /
    • 한국건설관리학회 2008년도 정기학술발표대회 논문집
    • /
    • pp.170-175
    • /
    • 2008
  • The research team for the virtual construction development was established with the support of Korea Ministry of Construction and Transportation, and KICTEP (Korea Institute of Construction and Transportation Technology Evaluation and Planning). Its aims are to develop system that is to improve productivity & quality, to create a higher value-added business, and to cultivate international competitiveness in the construction industry. The virtual construction system is a design, engineering, and construction management information system that allows the project participants to effectively share the information throughout the construction life cycle with the support of 3D and design information. To achieve this, the research team focuses on developing several systems. First, the team focuses on developing for the pre-planning, the structural engineering, MEP, and the 3D based estimation system. Second, they focus on developing a simulation system for the construction process planning and feasibility study with help of the virtual reality technologies. Third, they focus on developing the CPLM (Construction Project Life-cycle Management) system for managing construction project data, and the decision support system that makes the collaboration among the project participants based on 3D technologies and information. We also focus on developing the SDAI (Standard Data Access Interface), the localized guideline for 3D design, and a training program. In addition, we focus on developing the undeveloped area of the commercial system and building an environment that can support the communication and collaboration in the construction life-cycle rather than developing the existing and commercialized system.

  • PDF

Ukrainian Students' Analysis of Abuse Treatment by Parents: Retrospective and Perspective in Virtual and Real Environments

  • Stoliarchuk, Olesia;Kokhanova, Olena;Prorok, Nataliia;Khrypko, Svitlana;Shevtsova, Olena;Tkachyshyna, Oksana;Lobanchuk, Olena
    • International Journal of Computer Science & Network Security
    • /
    • 제22권8호
    • /
    • pp.197-207
    • /
    • 2022
  • Given the prevalence of violence in Ukrainian families, measures to prevent parental abusive treatment against children are urgent. It is important to study today's youth awareness about violence within families in order to enhance a culture of engagement with spouses and children in future. The aim of the study is to examine students' reflective experiences and their attitudes towards forms, frequency, causes and effects of parental abusive treatment. During the research the following methods were used step-by-step: theoretical analyses of scientific resources, anonymous questionnaire, quantitative and correlation analyses. According to result of survey 98 students who were interviewed, none of them fell victim of sexual abuse in their families. However, more than a half (51%) of the students surveyed experienced some forms of parental physical punishment. All the interviewed students encountered psychological cases of parental violence. The mostprevalent forms of parental abuse among the interviewees are criticism, negative comparison, emotional detachment, arrogance, intimidation, blackmail and humiliation. The most prevalent consequences of parental abuse among students are anxiety, low self-esteem, insecurity, impatience, suspiciousness, constraint in communication. Students agree that budget limitations, forced labor, criticism, spanking, emotional detachment, ignoring type of communication, reproach, blackmail are acceptable methods of punishment to use when raising their own children. These results clearly demonstrate the problem of the impact of parental abuse on children and its consequences in the future. A virtual dimension of the actualized problem is considered, namely: - virtualization of aggression and cruelty in the postmodern world. - the level of determining the factor of cruelty from the space of virtual culture. - the mirror image of everyday cruelty in the virtual environment; - the phenomenon of video games as a source and context of representation of the factor of cruelty in behavioral realities; - cybercrime as a virtualized result of cruelty in family and everyday realities. - futurological perspectives of virtualization of cruelty in communicative culture in general and in family relations in particular. The postmodern world is fundamentally different from the traditions and culture of the past, primarily due to the development of computer technologies and the virtualization of life in general. So, for example, virtual communities have become, in a certain way, another world, a second reality of life in general. And certain behavioral factors, in particular cruelty in the private environment, became a projection of such a phenomenon as cybercrime. Video games are a unique modern phenomenon, which multipolarly absorb all facets of human potential, communicative tendencies, behavioral and characterological factors, from the warmth of interpersonal relationships to the extreme degree of cruelty.

Estimation of the Virtual Water Consumption for Food Consumption and Calorie Supply (식품 소비 및 칼로리 공급 변화에 따른 가상수 소비량의 변화 분석)

  • Lee, Sang-Hyun;Choi, Jin-Yong;Yoo, Seung-Hwan
    • Journal of The Korean Society of Agricultural Engineers
    • /
    • 제57권3호
    • /
    • pp.77-86
    • /
    • 2015
  • The agricultural water management generally has focused on water resources for crop production but it could be affected by the food consumption pattern. The aim of this study is to estimate virtual water consumption for food consumption and calorie supply using the water footprint and virtual water concept. In addition, we estimated the virtual water requirements for increasing the food and calorie self-sufficiency adjusted by the government for food security. About $330.0m^3/cap/yr$ of virtual water was consumed for the main foods consumption in 1985, and it was increased to $450.0m^3/cap/yr$ in 2010. The rate of virtual water consumption by meats consumption was 28 % in 1985 but it was increased to 54 % in 2010. In other words, the total virtual water consumption by foods consumption was increased from 1985 to 2010 with the high rate of meats consumption. The average $1.29m^3$ of virtual water was consumed for supplying 1 calorie per capita in 2010 but about $10.1m^3/cal$ of virtual water was consumed by only bovine meats consumption. The food self-sufficiency is the main factor for food security in Korea. About $46.5Mm^3$ and $393.9Mm^3$ of virtual water were required in order to increase the food and calorie self-sufficiency of wheat by 1 % individually. This study showed the water consumption was related to food consumption and calorie supply pattern, and these results could be used as the indices for the agricultural water management considering the change of eating habit and food security.

Effects of Self-motivated Virtual Reality Exercise Program on Heart Rate Variability and Quality of Life in the Hemodialysis Patients (자기주도 가상현실 운동프로그램이 혈액투석환자의 심박변이도, 삶의 질에 미치는 효과)

  • Cho, Hye-Young
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • 제15권9호
    • /
    • pp.5578-5584
    • /
    • 2014
  • In this study, 46 patients from a local hemodialysis center were enrolled to assess the effects of a self-motivated virtual reality (VR) exercise program on the heart rate variability and quality of life control in hemodialysis patients. The VR group (n = 23) completed a VR exercise program, where the subjects performed the exercise 40 min per session, 3 sessions per week, for 8weeks. After the exercise program, the heart rate variability and quality of life were measured. The VR group showed significant improvement in the heart rate variability and quality of life. The self-motivated VR exercise program provided both the role of supervisor as well as feedback, which is important for hemodialysis patients.Therefore, a self-motivated VR exercise program may be a useful tool for improving the psychosocial function in chronic disease patients undergoing hemodialysis.