• 제목/요약/키워드: Virtual Process Design

검색결과 581건 처리시간 0.037초

인터넷 기반 가상 디자인 스튜디오에서 하이브리드 건축 협업 설계 방법론에 관한 연구 (An Internet-based Hybrid Design Methodology for Collaborative Virtual Design Studio)

  • 박재완;최진원
    • 한국실내디자인학회논문집
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    • 제40호
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    • pp.158-164
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    • 2003
  • The rapid development of information technology has much influence on architectural design. Collaboration beyond time and space has been possible by networking the work environment and digital products. Thus, the virtual design studio on architectural design is getting more important than ever before. This research investigates a virtual design studio methodology for effective collaboration. The building design process and the communication model are studied and possible modes of design collaboration are defined. This paper proposes an internet-based Virtual Reality(VR) communication tool as well as new design methodology that we call the 'Hybrid Design Methodology'. We expect that this design methodology will dramatically increase design feedbacks, and thus results in better design alternatives. There are two issues involved in developing the collaborative virtual design studio: 1) an intuitive interface that presents collaborative relations, and 2) three-dimensional computer-mediated communication tool using sketch as a modeling method. Further research issues identified at the end of the research include developing algorithms that translate mapping images to polygons for the drafting phase in the design process.

항공기 체계 설계 검토용 가상목업시스템 개발 (A Development of the Virtual Mockup System(ViMS) for a System Design Review of Aircraft)

  • 김천영;박영근;김문열;김성래;류태규
    • 한국군사과학기술학회지
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    • 제10권4호
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    • pp.97-104
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    • 2007
  • In this paper, we have proposed an integrated aircraft development environment which can support virtual design and development for Systems Engineering and IPPD(Integrated Product and Process Development). We have also proposed the ViMS(Virtual Mockup System) which can perform a system design review on an integrated aircraft development environment. The ViMS is an integrated virtual design support system with immersive design review functionality to make a virtual mockup instead of a physical mockup through the virtual reality technology. The functionality of the ViMS consists design data management, design technology, design verification, and design assessment. We have described the detailed development artifact, case studies and conclusions of using the ViMS functionality.

P3R 정보 기반의 가상현실 모델을 이용한 공장 품평에 관한 연구 (A Study on Factory Review Using Virtual Reality Model based on P3R Information)

  • 이주연;최상수;박양호;노상도
    • 한국CDE학회논문집
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    • 제15권5호
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    • pp.343-353
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    • 2010
  • Time to market and cost-efficient production are some of the challenge that manufacturing industries face. Modern methods of engineering can't help such organizations attain competitive advantage. To help these situations, MEMPHIS (Middleware for Exchanging Machinery and Product Data in Highly Immersive Systems) was introduced as an approach that enables VE (Virtual Engineering) and links engineering applications with VR (Virtual Reality) solutions. Thus an environment is provided to implement virtual design reviews and enable the application of virtual prototyping methods. However MEMPHIS could just handle Product data for virtual design review and simulation. In this paper, we newly define and develop the extended MEMPHIS that enables virtual manufacturing with Process, Resource and Plant data as well as Product data.

가상현실(VR)을 활용한 참여형 공간설계방법론 (A Participatory Spatial Design Methodology using Virtual Reality)

  • 최재연;김은형
    • 지적과 국토정보
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    • 제46권2호
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    • pp.253-267
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    • 2016
  • 본 연구는 공간설계의 전반적인 참여를 위해서 가상현실을 적용시키는 방법론에 대한 논문이다. 현재의 공간설계의 참여는 일방적 정보전달의 과정, 정보이해의 어려움, 공간설계 단계의 제한적 참여라는 문제를 가지고 있다. 이런 문제점 해결을 위해 참여사다리의 마지막 단계로 제시되었던 PPGIS와 Geodesign의 비전인 가상현실은 참여의 수단으로 주목 받고 있다. 본 논문은 이러한 가상현실을 설계과정에 활용시키는 참여형 설계방법론을 제시하고자 한다. 이를 위해 본 논문은 참여와 가상현실에 대한이론 고찰을 통해 가상현실이 참여를 지원 할 수 있음을 확인하였고, 설계과정에서 가상현실이 수행해야 할 역할의 도출을 위해 설계과정과 참여과정을 비교하였다. 이 과정의 결과를 통해 가상현실을 활용한 참여형 공간설계 방법론을 제시한다. 또한, 방법론의 증명을 위해 설계과정에 적용하여 각 단계별 가상현실을 구현하고, 각 단계별 역할의 수행여부를 확인하여 방법론을 증명하였다. 증명의 결과로, 가상현실 체험을 통한 경험이 설계안을 효과적으로 이해시킬 수 있고 또한 가상현실을 통한 상호작용이 가능함을 증명하였고 이는 설계과정에서의 전반적인 참여가 가능하다는 것을 확인 하였다.

A Case Study on Manufacturing Processes for Virtual Garment Sample

  • Choi, Young Lim
    • 한국의류산업학회지
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    • 제19권5호
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    • pp.595-601
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    • 2017
  • Advances in 3D garment simulation technology contribute greatly to consumers becoming more immersed in movies and games by realistically expressing the garments the characters in the movie or game are wearing. The fashion industry has reached a point where it needs to maximize efficiency in production and distribution to go beyond time and space in order to compete on the global market. The processes of design and product development in the fashion industry require countless hours of work and consume vast resources in terms of materials and energy to repeat sample production and assessment. Therefore, the design and product development tools and techniques must aim to reduce the sample making process. Therefore, this study aims to study a case for comparing the real garment sample making process to the virtual garment sample making process. In this study, we have analysed the differences between the real and virtual garment making processes by choosing designated patterns. As we can see from the study results, the real and virtual garments generally are made through similar processes in manufacturing, while the time consumed for each shows great variation. In real garment making, scissoring and sewing require the greatest number of work hours, whereas in virtual garment making, most of the time was spent in the simulation process.

A Study on 3D Virtual Clothing Fashion Design Applying Frank Stella Painting

  • Yeonji Lee;Sohee Um
    • 패션비즈니스
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    • 제27권6호
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    • pp.1-17
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    • 2023
  • This study aimed to develop a modern textile design based on the formability of Frank Stella's paintings and to develop and present a fashion design that combines modern sensibility as a 3D virtual clothing program. The formative characteristics of Frank Stella's work were 'unity due to regular stripes', 'asymmetry due to geometric surface division', and 'decorabilitydue to colorful use'. Based on this, costume patterns and textiles based on Frank Stella's paintings were developed and six 3D virtual fashion design works were produced. The conclusion was as follows. First, it was confirmed that Frank Stella's work has a very wide range of applications to fashion products as abstract expression and minimal simplicity coexist visually. Second, various colors and forms of Frank Stella's paintings could be developed using textiles with visual formability, and originality as a fashion work applied with paintings could be maximized. Third, the development of 3D fashion using virtual programs had the ease of time efficiency, cost reduction, and spatiotemporal expansion of work processing compared to the actual costume production process. In addition, the simulation of 3D virtual wear made it easy to modify and recover the position of the textile to be applied to the costume and create a new design in the process of transforming the position of various textiles. It is expected that this study results will be used as basic data for the future conversion content industry in the painting and fashion industries.

Design of an Algorithm to Simulate Surface Roughness in a Turning for an Integrated Virtual Machine Tool

  • Jang, Dong-Young
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 1998년도 추계학술대회 및 정기총회
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    • pp.204-208
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    • 1998
  • The fundamental issues to evaluate machine tool's performance through simulation pertain to the physical models of the machine tool itself and of process while the practical problems are related to the development of the modular software structure. It allows the composition of arbitrary machine/process models along with the development of programs to evaluate each state of machining process. Surface roughness is one of the fundamental factors to evaluate machining process and performance of machine tool, but it is not easy to evaluate surface roughness due to its tribological complexity. This paper presents an algorithm to calculate surface roughness considering cutting geometry, cutting parameters, and contact dynamics of cutting between tool and workpiece as well as tool wear in turning process. The designed virtual machining system can be used to evaluate the surface integrity of a turned surface during the design and process planning phase for the design for manufacturability analysis of the concurrent engineering.

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실감형 가상 시작품을 이용한 협업 디자인 품평 (Collaboration Design Review Using Realistic Virtual Prototype)

  • 최상수;조현제;노상도
    • 한국CDE학회논문집
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    • 제14권3호
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    • pp.150-158
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    • 2009
  • In these days, the importance of design becomes increasing and the design aspect that customers decide to purchase products such as television, mobile phone is more important than functional one. And the progress of virtual reality technology enables us to feel the reality from the virtual prototype as the real one. In this paper, we introduce the collaboration design review system consist of MEMPHIS, CORE. We can create a realistic virtual prototype more fastly, conveniently and efficiently using MEMPHIS and carry out the design review through collaboration using CORE. As a result of this study, it would be possible that decision making can be done effectively at early stage of the design process.

3D 디지털 기술을 활용한 패션 갤러리 제작에 관한 연구 (A Study on the Application of 3D Digital Technology to Producing Cyber Fashion Gallery)

  • 김지언
    • 복식문화연구
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    • 제15권3호
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    • pp.446-460
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    • 2007
  • This study shows that digital technology is adapted practical method in fashion design process and virtual simulation and cyber fashion gallery based on virtual reality are researched. This study is proposed the 3D fashion design simulation in the virtual space used on 3D studio max, poser, photoshop program according to fashion design process. The main design concept is "temporary bridge" from rainbow. This study is supposed six fashion design in accordance with three sub-theme under main concept by changing color and texture used on 3D simulation. The results of this study are as follows: 1. This study produced Cyber Fashion Gallery in virtual space to the form of CD Rom title and web title by Macromedia Director 8.5, Macromedia Flash, Sound Forge. And it is enlarged the field of expression in aspect of Fashion Exhibition, beyond restriction of time and space. 2. Clothes modelling tools is able to easily adapt to various textiles and patterns in 3D dynamic virtual mannequin before making clothes. Digital technology is able to express image changed color and texture, especially new material, multi-finishing material and brilliant material and so on. So this study is able to develop tools for study of fashion coordination. 3. Cyber Fashion Gallery consists of gallery, story, painting, symbolism, example, image, quit. This study is enlarged the range of clothing expression by digital technology and open to possibility customized-manufacture.

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가상현실 컨텐츠의 사용자 중심 디자인 방법론에 관한 연구 (A Study on User Centered Design Process of Virtual Reality Contents)

  • 이현진
    • 디자인학연구
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    • 제16권3호
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    • pp.191-200
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    • 2003
  • 본 연구는 가상현실 컨텐츠의 특성과 발전 방향을 정리하고 사용자 중심의 가상현실 컨텐츠 디자인 방법론 연구의 필요성을 주장하였으며, 사례 연구를 통하여 현행 가상현실 컨텐츠 디자인 방법의 문제점을 밝히고 이를 해결할 수 있는 디자인 방법론의 방향을 제시하였다. 본 연구에서 제안하는 방법론은 경험 디자인을 근간으로 하는 가상현실 컨텐츠 디자인 프로세스로 디자인 브리프, 플랫폼 연구, 타겟 경험의 정의 및 연구, 경험 디자인 컨셉, 시스템 모델, 인터렉티브 시나리오의 여섯 단계로 구성되어 있다. 가상현실 컨텐츠 디자인 프로젝트에 이를 적용해본 결과 디자인 과정들을 모든 프로젝트 참여자들이 이해할 수 있는 모델을 통하여 투명하게 제시함으로써 기획 및 제작자의 커뮤니케이션 도구로서의 역할을 수행하였다는 점과 사용자 중심의 다양하고 자연스러운 인터랙션들을 제안하고 이러한 인터랙션들의 구현 가치를 Target situation과 비교 평가 할 수 있게 하였다는 점에서 그 가치가 인정되었다.

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