• Title/Summary/Keyword: Virtual Production

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Tactile Display to Render Surface Roughness for Virtual Manufacturing Environment (가상제조환경에서 제품의 표면 거칠기 전달을 위한 촉각 디스플레이)

  • Lee, Dong-Jun;Park, Jae-Hyeong;Lee, Wonkyun;Min, Byung-Kwon
    • Journal of the Korean Society for Precision Engineering
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    • v.33 no.1
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    • pp.17-22
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    • 2016
  • In smart factories, the entire manufacturing process from design to the final product is simulated in a virtual manufacturing environment and optimized before starting production. Suppliers and customers make decisions based on the simulation results. Therefore, effective rendering of the information of the virtual products to suppliers and customers is essential for this manufacturing paradigm. In this study, a method of rendering the surface roughness of the virtual products using a tactile display is presented. A tactile display device comprising a $3{\times}3$ array of individually controlled piezoelectric stack actuators is constructed. The surface topology of the virtual products is rendered directly by controlling the piezoelectric stack actuators. A series of experiments is performed to evaluate the performance of the tactile display device. An electrical discharge machined surface is rendered using the proposed method.

Managing and Minimizing Cost of Energy in Virtual Power Plants in the Presence of Plug-in Hybrid Electric Vehicles Considering Demand Response Program

  • Barati, Hassan;Ashir, Farshid
    • Journal of Electrical Engineering and Technology
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    • v.13 no.2
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    • pp.568-579
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    • 2018
  • Virtual power plants can be regarded as systems that have entered the network after restructure of power systems. In fact, these plants are a set of consumers capable of consuming and generating power. In response to widespread implementation of plug-in hybrid electric vehicles, further investigation of energy management in this type of power plants seems to be of great value. In effect, these vehicles are able to receive and inject power from/into the network. Hence, study of the effects of these vehicles on management of virtual power plants seems to be illuminative. In this paper, management of power consumption/generation in virtual power plants has been investigated in the presence of hybrid electric vehicles. The objective function of virtual power plants problem management is to minimize the overall costs including not only the costs of energy production in power generation units, fuels, and degradation of batteries of vehicles, but also the costs of purchasing electricity from the network. Furthermore, the constraints on the operational of plants, loads and hybrid vehicles, level of penalty for greenhouse gas emissions ($CO_2$ and $NO_x$) produced by power plants and vehicles, and demand response to the immediate price of market have all been attended to in the present study. GAMS/Cplex software system and sample power system have been employed to pursue computer implementation and simulation.

A Study on the Development of 3D Virtual Reality Campus Tour System for the Adaptation of University Life to Freshmen in Non-face-to-face Situation - Autonomous Operation of Campus Surrounding Environment and University Information Guide Screen Design Using Visual Focus Movement - (비대면 상황에서 신입생 대학생활적응을 위한 3차원 가상현실 캠퍼스 투어시스템 개발연구 - 시야초점의 움직임을 활용한 캠퍼스주변 환경의 자유로운 이동과 대학정보안내화면 GUI설계 -)

  • Lim, Jang-Hoon
    • Journal of Information Technology Applications and Management
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    • v.28 no.3
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    • pp.59-75
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    • 2021
  • This study aims to establish a foundation for autonomous driving on campus and communication of abundant university information in the HCI environment in a VR environment where college freshmen can freely travel around campus facilities. The purpose of this study is to develop a three-dimensional VR-style campus tour system to establish a media environment to provide abundant university information guidance services to freshmen in non-face-to-face situations. This study designed a three-dimensional virtual reality campus tour system to solve the problem of discontinuity in which VR360 filming space does not lead to space like reality, and to solve many problems of expertise in VR technology by constructing an integrated production environment of tour system. We aim to solve the problem of inefficiency, which requires a large amount of momentum in virtual space, by constructing a GUI that utilizes the motion of the field of view focus. The campus environment was designed as a three-dimensional virtual reality using a three-dimensional graphic design. In non-face-to-face situations, college freshmen freely transformed the HMD VR device, smartphone, FPS operation mode of the gyroscope sensor. The design elements of the three-dimensional virtual reality campus tour system were classified as ①Visualization of factual experiences, ②Continuity of space movement, ③Operation, automatic operation mode, ④Natural landscape animation, ⑤Animation according to wind direction, ⑥Actual space movement mode, ⑦Informatization of spatial understanding, ⑧GUI by experience environment, ⑨Text GUI by building, ⑩VR360, 3D360 Studio Environment, ⑪Three-dimensional virtual space coupling block module, ⑫3D360-3D Virtual Space Transmedia Zone, ⑬Transformable GUI(VR Device Dual Viewer-Gyro Sensor Full Viewer-FPS Operation Viewer) and an integrated production environment was established with each element. It is launched online (http://vautu.com/u1) by constructing a GUI for free driving mode and college information screens to adapt to college life for freshmen, and designing an environment that can be used simultaneously by current media such as PCs, Android, and iPads. Therefore, it conducted user research, held a development presentation, a forum on excellence in university innovation support projects, and applied it as a system on the website of a particular university. College freshmen will be able to experience university information directly from the web and app to the virtual reality campus environment.

Representation Forms of Personal Style on the Fashion Blogs (패션블로그에서 퍼스널 스타일 표현형식)

  • Suh, Sung Eun
    • Fashion & Textile Research Journal
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    • v.16 no.5
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    • pp.689-697
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    • 2014
  • This study aims to analyze the representation forms of bloggers' personal style on the fashion blogs and enlighten their values which can be actively applied to design and marketing in fashion industry. Image representation of fashion bloggers is reflected by the characteristics in the digital environment, which are the creative manipulation of expression and the production of virtual and fantastic images by taking advantage of the composite medium such as images, music, videos, articles, etc. Also real time updates in blog indicate the latest trends in terms of the representation of image as the actual currency. The study conducted case studies of 5 women's personal fashion blogs through the verification of a variety of global fashion media and blog ranking sites: Style Bubble, Style Rookie, The Cherry Blossom Girl, The Blond Salad, and Fashion Toast. Research findings are as follows. First, the application of creative design elements is indicated as symbolic items, self-made designs, DIY, and various mix and match emphasizing design elements such as color, patterns, proportion, etc. Second, the virtual representation is very highlighted on the story telling applied by film like production or digital effect. Third, the commercial application with mainly sponsored wardrobe and designer collaboration indicates promoting a updated trend as well as a specific brand or designer to make their business profits.

VR Content Development for Racing Drone Control Training (레이싱 드론 조종 훈련을 위한 VR 콘텐츠 제작)

  • Kim, Jeong-Eun;Woo, Tack
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.113-122
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    • 2018
  • In this paper, we will discuss planning and production of VR contents for effective racing drone steering training. In the real world, direct racing drone training training is obviously a space and economic limit. We propose through the production of VR-based drone infiltration action game as a solution to these limitations and try to improve effective drone handling ability. Especially, we designed the virtual reality contents in a similar environment by using the similarity of FPV goggles and HMD based VR, and designed virtual drones, maps and obstacles considering the characteristics of the structures used in racing drone and drone racing. Also, we tried to increase the user's immersion and presence by increasing difficulty level of obstacles.

A Study On The Development Of Virtual Underwater Environment And Sensory Simulator (가상 수중 환경과 체감형 시뮬레이터 개발에 관한 연구)

  • Youn, Jae-Hong;Hur, Gi-Taek;Kang, Im-Chul
    • Journal of Korea Multimedia Society
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    • v.15 no.4
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    • pp.560-568
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    • 2012
  • As for the implementation technology of virtual space, the experience method becomes multifunctional and it recognizes movement, sound, temperature and pressure and is expanding to the studies on the interaction possible intelligent interaction technology field between contents and users. The virtual reality technology is being studied to apply the 3D graphic technology and physical phenomena to virtual space to increase the sense of reality and use hardware devices to the virtual environment to increase immersive experience. The production of interactive contents about the virtual underwater environment needs bidirectional interface technology to connect hardware devices and ocean contents in order to increase the sense of a user to increase the sense of immersion. In this study, it tried to express the virtual underwater environment with the sense of actuality and reality from the analysis of the environmental factors according to changes in depth of water and from the application of the normalized underwater physical laws. Also it was to develop sensory contents having to experience the skin scuba without directly entering the water by connecting a sensory simulator about the skin scuba with the virtual underwater environment.

Development of the Slacks Pattern for the Elderly Women from 3D Virtual Garment Simulation (3D 가상착의에 의한 노년 여성의 슬랙스 패턴 설계)

  • Lim, Jiyoung
    • Fashion & Textile Research Journal
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    • v.21 no.1
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    • pp.59-66
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    • 2019
  • The purpose of this study was to develop slacks pattern of elderly women aged over 60s by using the virtual twin and 3D virtual garment simulation system. The results were as follows; first, By using 3D Virtual Garment Simulation, new slacks pattern considered elderly women was development. The basic numerical formula were as follows, front waist girth W/4+2+1.5, back waist girth W/4+1.5+0.5, front hip girth H/4+0.75, back hip girth H/4+1.5, front crotch extension H/16-0.5, back crotch extension H/8-1.3, front dart amount 2 and back dart amount 1.5. Second, according to the results of the new slacks pattern's appearance evaluation, it estimated more highly than existing pattern in silhouette and ease amount, confirming that new slacks pattern is appropriate for the elderly women. Also, new slacks pattern was evaluated to allow proper space length of waist, abdomen and hip. Virtual models production through 3D body scan data, pattern draft and virtual garment digital program were applied to prototypic design method so as to enhance the fitness of ready-made garments. The use of the virtual twin made it impossible to comprehend the appearances and ease correspondent to motions. In order to evaluate wearing fitness, therefore, the system should be improved so as to change arm positions and perform various motions.

Production of educational video contents in online market using VR (VR을 활용한 온라인 마켓에서의 교육영상콘텐츠 제작)

  • Ahn, In-Soo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.374-375
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    • 2017
  • As the distribution of image contents is activated, users can easily access image contents through various routes and media.In this paper, we propose a new virtual reality (VR) system, which is based on the development of IT technology, in order to prepare for the fourth industrial revolution era.We propose a method of producing educational video contents that combines maximized virtual reality.

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Implementation of AR based Assembly System for Car C/pad Assembly (차체 C/Pad 조립을 위한 증강현실 기반의 조립시스템 구현)

  • Park, Hong-Seok;Choi, Hung-Won;Park, Jin-Woo
    • Journal of the Korean Society for Precision Engineering
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    • v.25 no.8
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    • pp.37-44
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    • 2008
  • Nowadays, the increasing global competition forces manufacturer to reduce the cost and time for implementation of manufacturing system. The AR(augmented reality) technology as a new human-machine interface introduces a noteworthy perspective for a new manufacturing system design. Using AR technology, a physically existing production environment can be superimposed with virtual planning objects. Therefore, the planning tasks can be validated without modeling the surrounding environment of the production domain during short process planning time. In this paper, we introduce the construction of AR browser and determine the optimal environment parameters for field application of AR system through lots of tests. And, many methods such as multi-marker coordinate system, division of virtual objects and so on, are proposed in order to solve the problems suggested from initial field test. Based on these tests and results, the test-bed of C/Pad assembly system is configured and robot program for C/Pad assembly is generated based on AR system.

A Process Planning System for Machining of Dies for Auto-Body Production-Operation Planning and NC Code Post-Processing

  • Dongmok Sheen;Lee, Chang-Ho;Noh, Sang-Do;Lee, Kiwoo
    • International Journal of Precision Engineering and Manufacturing
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    • v.2 no.3
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    • pp.69-78
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    • 2001
  • This paper presents a process and operation planning system and an NC code post-processor for effective machining of press dies for production of cars. Based on the machining feature, major parts of press dies are categorized into 15 groups and a standard process plan is defined for each group. The standard process plan consists of a series of processes where a process is defined as a group of operations that can be done with one setup. Details such as cutting tools, cutting conditions, and tool paths are decided at the operation planning stage. At the final stage of process and operation planning, the NC code post-processor adjusts feedrates along the tool path to reduce machining time while maintaining the quality. The adjustment rule is selected based on the machining load estimated by virtual machining.

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