• Title/Summary/Keyword: Virtual Product Development

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Collaborative 3D Design Workspace for Geographically Distributed Designers - With the Emphasis on Augmented Reality Based Interaction Techniques Supporting Shared Manipulation and Telepresence - (지리적으로 분산된 디자이너들을 위한 3D 디자인 협업 환경 - 공유 조작과 원격 실재감을 지원하는 증강현실 기반 인터랙션 기법을 중심으로 -)

  • SaKong Kyung;Nam Tek-Jin
    • Archives of design research
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    • v.19 no.4 s.66
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    • pp.71-80
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    • 2006
  • Collaboration has become essential in the product design process due to internationalized and specialized business environments. This study presents a real-time collaborative 3D design workspace for distributed designers, focusing on the development and the evaluation of new interaction techniques supporting nonverbal communication such as awareness of participants, shared manipulation and tele-presence. Requirements were identified in terms of shared objects, shared workspaces and awareness through literature reviews and an observational study. An Augmented Reality based collaborative design workspace was developed, in which two main interaction techniques, Turn-table and Virtual Shadow, were incorporated to support shared manipulation and tele-presence. Turn-table provides intuitive shared manipulation of 3D models and physical cues for awareness of remote participants. Virtual shadow supports natural and continuous awareness of location, gestures and pointing of partners. A lab-based evaluation was conducted and the results showed that interaction techniques effectively supported awareness of general pointing and facilitated discussion in 3D model reviews. The workspace and the interaction techniques can facilitate more natural communication and increase the efficiency of collaboration on virtual 3D models between distributed participants (designer-designer, engineer, or modeler) in collaborative design environments.

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Research on Digital twin-based Smart City model: Survey (디지털 트윈 기반 스마트 시티 모델 연구 동향 분석)

  • Han, Kun-Hee;Hong, Sunghyuck
    • Journal of Convergence for Information Technology
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    • v.11 no.11
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    • pp.172-177
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    • 2021
  • As part of the digital era, a digital twin that simulates the weak part of a product by performing a stress test that reduces the lifespan of some expensive equipment that cannot be done in reality by accurately moving the real world to virtual reality is being actively used in the manufacturing industry. Due to the development of IoT, the digital twin, which accurately collects data collected from the real world and makes it the same in the virtual space, is mutually beneficial through accurate prediction of urban life problems such as traffic, disaster, housing, quarantine, energy, environment, and aging. Based on its action, it is positioned as a necessary tool for smart city construction. Although digital twin is widely applied to the manufacturing field, this study proposes a smart city model suitable for the 4th industrial revolution era by using it to smart cities and increasing citizens' safety, welfare, and convenience through the proposed model. In addition, when a digital twin is applied to a smart city, it is expected that more accurate prediction and analysis will be possible by real-time synchronization between the real and virtual by maintaining realism and immediacy through real-time interaction.

Variability-based Service Specification Method for Brokering Cloud Services (클라우드 서비스 중개를 위한 가변성 기반의 서비스 명세 기법)

  • An, Youngmin;Park, Joonseok;Yeom, Keunhyuk
    • KIISE Transactions on Computing Practices
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    • v.20 no.12
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    • pp.664-669
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    • 2014
  • As the prevalence of cloud computing increases, various cloud service types have emerged, such as IaaS, PaaS, and SaaS. The growth and diversification of these cloud services has also resulted in the development of technology for cloud service brokers (CSBs), which serve as intermediate cloud services that can assist cloud tenants (users) in deploying services that fit their requirements. In order to broker cloud services, CSBs require the specification of structural models in order to facilitate the analysis and search for cloud services. In this study, we propose a variability-based service analysis model (SAM) that can be used to describe various cloud services. This model is based on the concept of variability in the software product line and represents the commonality and variability of cloud services by binding variants to each variation point that exists in the specification, quality, and pricing of the services. We also propose a virtual cloud bank architecture as a CSB that serves as an intermediate to provides tenants with appropriate cloud services based on the SAM.

Hip Protector Design Process for the Korean Elderly

  • Jeon, Eun-Jin;Kim, Hee-Eun
    • Fashion & Textile Research Journal
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    • v.18 no.4
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    • pp.520-530
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    • 2016
  • This research aims to propose an ergonomic design process for hip protector based on previous studies, existing products, multidisciplinary experts opinion, and wearing test. The elderly are more likely to suffer a hip fracture when they fall due to their physical changes in skeletal form, muscle quantity, bone density, and joint movement. A hip protector is an effective product to prevent hip fractures in the elderly but it also has a problem in that it is uncomfortable. Therefore there is a high chance that it won't be able to prevent hip fractures properly. Since the comfort of a hip protector is one of the most critical elements in preventing a hip fracture, we need to keep improving the hip protector for mobility and usability. Based on the previous studies and limitations of current hip protector products, we need to come up with an optimal design for the Korean elderly. First, knowledge has to be built relating to the ergonomic design of the hip protector considering body shape and size analysis using 3D-scan data, and biomechanical analysis on hip fracture. Second, we need to develop a design process including hip protector pattern design, and wearing evaluation with virtual system. Third, we suggest to reevaluate and verify the design procedure from impact evaluation using testing simulator, virtual evaluation of impact, to wearing comfort and usability evaluation. This design process presented in this study would be expected to contribute to the development of ergonomic hip protector which is suitable for the Korean elderly.

Performance Factor Analysis of Sensing-Data Estimation Algorithm for Walking Robots (보행 로봇을 위한 센서 추정 알고리즘의 성능인자 분석)

  • Shon, Woong-Hee;Yu, Seung-Nam;Lee, Sang-Ho;Han, Chang-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.11
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    • pp.4087-4094
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    • 2010
  • The sensor data which is measured by Quadruped robot is utilized to recognize the physical environment or other information and to control the posture and walking of robot system. In order to control the robot precisely, high accuracy of sensor data is required, most of these sensors however, belongs to expensive and low-durable products. Moreover, these are exposed excessive load operation in a field condition if it is applied to field robot system. This issue becomes more serious one when the robot system is manufactured as a mass product. As in this context, this study suggests a virtual sensor technology to alternate or assist the main sensor system. This scheme is realized by using back-propagation algorithm of neural network theory, and the quality of estimated sensor data could be improved through the algorithmic and hardware based treatments. This study performs the various trial to identify the effective parameters which effect to the quality and reliability of estimated sensor data and tries to show the possibility of proposed methodology.

3D Animation Character Development Pipeline using 3D Printing (3차원 프린팅을 활용한 3차원 애니메이션 캐릭터 개발 파이프라인)

  • Kim, Kyoung-Ho;Lee, Jeongjin
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.52-59
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    • 2013
  • Recently, the importance of the efficient production pipeline design has been increased for 3D animation, which becomes more delicate. In this paper, we propose 3D animation character development pipeline using 3D printing technology. We introduce 3D printing procedure into each step of the classical 3D animation and character development pipeline to incorporate the feed-back from the designer immediately. Specially, during the production step, we can find the design errors and minimize the period of production by using 3D printing of approximate shape of designed character. Using proposed method, eight DreaMegg characters were developed and their quality was very high with respect to 3D virtual graphics and real product. Using our method, high-quality 3D animation character can be developed with the minimized time and cost for development by reflecting the feed-back into production line from designers and researchers immediately.

Industrial Transformation in digital economy: A Case Study on PC and Comsumer Industries (디지털경제와 산업 전환: PC와 가전 산업의 사례 연구)

  • 배영자
    • Proceedings of the Technology Innovation Conference
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    • 2002.02a
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    • pp.133-149
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    • 2002
  • This study aims to investigate the impact of wide use of digital technology, in particular, the Internet, on innovation process and corporate strategy in electronics industry. The introduction of digital technology has changed innovation process, business model and organizational structure of the electronics companies. With the introduction of digital technology, the entire value chain of electronics industry from procurement, sales, and marketing to R&D and manufacturing has been restructured. E-commerce has been a major agenda for e-business. Recently, collaboration among electronics companies through e-marketplace has emerged as an important issue. A web-based e-commerce standard, so called RosettaNet, has been developed for facilitating e-transactions of electronics firms. The development of digital technology has dramatically increased the processing speed and sophisticated the virtual reality technology. As simulation becomes easier and more effective, the uncertainty and risk involved in R&D has decreased significantly. Another positive impact is closer cooperation between R&D and manufacturing functions. Taking advantage of automated and flexible production technology, has a new type of firm, so called, EMS (Electronics Manufacturing Services) emerged, whose strategic focus is on manufacturing only. The EMS can be seen as a kind of innovative organization, that is, a modular organization for production function. Digital technology has made convergence of computer and communication possible at early years but right now the convergence has been accelerated in extensive areas of communication, broadcasting, information appliances, software, contents, and services. Firms' effort for an innovative product and service has been intensified and the competition for a new standard product and service has become severe in electronics industry. Business activities are always realized in a specific organizational context. Accordingly building up innovation-friendly organization has emerged as a critical concern. Due to the striking decrease of transaction cost, a network type of organization has proliferated, and a business function turns into a modular organization. As a whole, digital technology has pushed electronics firms into developing their own business model, which takes consideration of standardization of business platform and their core competency.

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Changes in the marketing direction and form of exhibitions using social media

  • Im-yeoreum Kim;Gi-Hwan Ryu
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.268-272
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    • 2023
  • With the development of SNS, companies and individuals are actively marketing through social media to develop their own products. It is also important to post posts promoting on simple SNS or to show a lot of exposure using algorithms, but customers upload reviews or proof shots of the product on their own, naturally increasing the exposure of the product and increasing the purchasing power of potential customers. As the number of products that users want to purchase through SNS is increasing, they want to access and purchase not only tangible products such as goods and food, but also intangible services through SNS. In this paper, we would like to study exhibitions that have both tangible and intangible characteristics. SNS accounts that mainly introduce these products by searching for reviews have been created while spending leisure time such as exhibitions and fairs, reducing the hassle of searching for personal interests on search engines, and providing prices and reviews from the exhibition's schedule, lowering entry barriers and increasing purchasing power. Using this point, many exhibitions not only display works, but also open various experience centers, and create a photo zone or a unique exhibition hall atmosphere to attract many customers. In this study, we study the impact of SNS on the leisure culture of exhibition. The marketing direction in the situation where SNS marketing is becoming the mainstream is presented, and the change in the form of exhibition is described and presented as an academic approach.

3D Product digital camera Model on the Web and study about developing 3D shopping mall (Web 상에서 3차원 디지털카메라제품모델과 3차원 쇼핑몰 개발에 관한 연구)

  • 조진희;이규옥
    • Archives of design research
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    • v.14 no.1
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    • pp.63-70
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    • 2001
  • Thanks to the inter-connection of information servers throughout the world based on the internet technology, the new sphere which actual transaction can be made like in the visible market has become conspicuous as the virtual space. The movement to realize the new business through the cyber space has been actively ongoing. In the domestic market, a lot of corporations knowing the needs of internet shopping malls have entered into this e-business but they have not made a big success comparing with internet's potentials. And, it can be attributed to the simple planes and the limitations of information provided by the cyber malls, which means that the needs of better information transfer we apparent Accordingly, in this thesis, the research on the 3-D based products and shopping malls has been made through the inter-complementary composition between the 2-D shopping malls and 3-B ones. This research consists of 3 parts. Firstly, through the research on references and existing data, it presents the analysis on consumer's characteristics and sales limits of the internet shopping mall's products. Secondly, the background of 3-D shopping mall's advent and the virtual reality technology data are put together. Finally, it presents how the development of 3-D based product modeling and shopping malls can increase the consumer's purchase power and furthermore the directions of shopping malls to go.

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A Fundamental Study for Creating 3D CG Animation of an Assembly Work

  • Yamanaka, Hiroki;Matsumoto, Toshiyuki;Shinoda, Shinji;Niwa, Akira
    • Industrial Engineering and Management Systems
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    • v.11 no.2
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    • pp.188-195
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    • 2012
  • This paper presents a new mode of expressing a 3D assembly work for creating a 3D CG animation without judgment by human from minimal required information. In the field of manufacturing, there are favorable movements in the utilization of 3D CAD for 3D simulation to shorten lead time for product development and pre-production. But simulating an assembly work has troubles to need huge quantity of manually input data. This paper discusses what minimal necessary information for creating 3D CG animations of assembly works is, focusing on the features of assembly works. Furthermore, a new mode of expressing a 3D assembly work is proposed as "state/change transition diagrams" (SCTD), which express arbitrary scenes in an assembly work as "state" and describe a sequential assembly work with "state" and "change", and the outline of its stepwise generation algorithm is also described. SCTD can be converted to a 3D CG animation of an assembly work without judgment by human. This paper focuses on the creating 3D CG animation of assembly works which workers use only their both hands.