• Title/Summary/Keyword: Virtual Production

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Development of small petite-size women's jackets in their 20s to 30s (20~30대 small petite-size 여성을 위한 재킷 제품개발)

  • Yujin Lee;Jeongah Jang
    • The Research Journal of the Costume Culture
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    • v.31 no.5
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    • pp.586-606
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    • 2023
  • This study initiated research aligned with the body positivity movement, aiming to explore size diversity for groups facing relative size discrimination due to their deviation from average body types. Using KS adult women's apparel dimensions as a reference, jackets were developed for women in their 20s to 30s who belong to the small petite-size (S[P]) category, which is characterized by a height under 155cm (petite) and a bust-circumference from 72cm to less than 82cm (small). Using 3D virtual-fitting, we conducted experiment-pattern production and refinement and subsequent real-fitting evaluations by participants to objectively validate aesthetics and comfort. The study's findings are as follows: First, utilizing a 3D virtual-fitting program by identifying 'creases' and 'garment pressure points' in the jacket appearance, experiment patterns were refined and real jackets were produced. This approach addressed challenges in recruiting participants with specific body types and allowed for efficient research in terms of cost and time. Second, through real-fitting evaluations, basic-fit and slim-fit jackets labeled as <79-88-150> were developed for the S(P) size. we presented 'size spec' and 'ease allowance' for jackets by waist fit. Both fits received positive evaluations with approximately 53.5cm sleeve length, and 11.7cm shoulder length. The ease allowances for the basic-fit jacket were approximately 9.2cm at the bust circumference, 12.8cm at the waist circumference, and 6cm at the hip circumference. Similarly, the slim-fit jacket exhibited ease allowances of about 4.8cm at the bust circumference, 4cm at the waist circumference, and 4cm at the hip circumference, receiving positive evaluations for aesthetics and comfort.

A Study on Photoneutron Characteristics Generated from Target and Collimator of Electron Linear Accelerator for Container Security Inspection using MCNP6 Code (MCNP6 코드를 이용한 컨테이너 보안 검색용 전자 선형가속기 표적과 조준기에서 발생한 광중성자 특성에 관한 연구)

  • Lee, Chang-Ho;Kim, Jang-Oh;Lee, Yoon-Ji;Jeon, Chan-hee;Lee, Ji-Eun;Min, Byung-In
    • Journal of the Korean Society of Radiology
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    • v.14 no.4
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    • pp.455-465
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    • 2020
  • The purpose of this study is to evaluate the photoneutron characteristics generated by the linear accelerator target and collimator. The computer simulation design firstly, consisted of a target, a single material target and a composite material target. Secondly, it consisted of a cone beam and a fan beam depending on the type of the collimator. Finally, the material of the fan beam collimator is composed of a single material composed of only lead (Pb) and a composite material collimator composed of tungsten (W) and lead (Pb). The research method calculated the photoneutron production rate and energy spectrum using F2 tally from the surface of a virtual sphere at a distance of 100 cm from the target. As a result, firstly the photoneutron production rate was 20% difference, depending on the target. Secondly, depending on the type of the collimator, there was a 10% difference. Finally, depending on the collimator material, there was a 40% difference. In the photoneutron energy spectrum, the average photoneutron flux tended to be similar to the photoneutron production rate. As a result, it was confirmed that the 9 MeV linear accelerator photoneutron are production increased more by the collimator than by the target, and by the material, not the type of the collimator. Selecting and operating targets and collimator with low photoneutron production will be the most active radiation protection. Therefore, it is considered that this research can be a useful data for introducing and operating and radiation protection of a linear accelerator for container security inspection.

A Heat Shock Simulation System for Testing Performance of EWP (EWP 성능 검사를 위한 열 충격 모사시스템)

  • Yoo, Nam-Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.3
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    • pp.553-558
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    • 2019
  • Global auto parts companies are making efforts to develop EWP(: Electric Water Pump) which is one of the core parts of environment friendly car. In eco-friendly automobiles, an independent cooling system is used rather than a cooling system that is linked to an internal combustion engine. Therefore, the research and development of the water pump operating separately from the engine and the related production system are being actively carried out. In order to overcome the shortcoming of EWP of PPS material suitable for injection system, G company which is a global parts company that researches and develops EWP around SUS and is in the process of developing robot-based production equipment for mass production. In this paper, a heat shock simulation system is designed and implemented that works with the robot-based production system to test the performance of the produced EWP. By using this system, it is possible to test the EWP in an virtual environment similar to the actual environment, thereby reducing the defect rate of the product. At the same time, all the data produced during the entire process for testing can be stored, which can be utilized in the future development of CPS(: Cyber Physical System) of EWP system based on big data.

A Study on Technical Elements for Vision Therapy based on VR HMD (VR HMD에서의 비전 테라피 활용을 위한 기술 요소 연구)

  • Choi, Sangmi;Kim, Jungho;Kwon, Soonchul;Lee, Seunghyun
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.12
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    • pp.161-168
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    • 2016
  • Thanks to mass production and provision of smartphones and the HMD (head mounted display), VR (virtual reality) is now being applied to various areas. The VR HMD is the interface equipment which allows users to have realistic experiences through human sensory organs such as vision and auditory sense. Since the majority of VR equipment is operated by the display for both eyes, 360-degree video content and the depth information, the VR mechanism is closely related to human senses, especially vision. Previous studies have focused on how to minimize negative impact such as motion sickness or visual fatigue. Little attention has been paid on research about the visual treatment. Therefore, the focus of this study is to develop technical elements for utilization of vision therapy with the VR HMD and explore possible areas to apply it. To this end, we analyzed the past case studies and technical elements to identify 16 areas for vision therapy. We also developed the optical parameters for utilization of the VR HMD visual targets. The result of this study is expected to be utilized for development of visual targets for vision therapy based on the VR HMD.

Forming Shop Analysis with Adaptive Systems Approach (적응시스템 접근법을 이용한 조선소 가공공장 분석)

  • Dong-Hun Shin;Jong-Hun Woo;Jang-Hyun Lee;Jong-Gye Shin
    • Journal of the Society of Naval Architects of Korea
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    • v.39 no.3
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    • pp.75-80
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    • 2002
  • In these days of severe struggle for existence, the world has changed a great deal to global and digital oriented period. The enterprises try to introduce new management and production system to adapt such a change. But, if the only new technologies are applied to an enterprise without definite analysis about manufacturing, failure fellows as a logical consequence. Hence, enterprise must analyze manufacturing system definitely and needs new methodologies to mitigate risk. This study suggests that the new approach, which is systems approach for process improvement, is organized to systems analysis, systems diagnosis, and systems verification. Systems analysis analyzes manufacturing systems with object-oriented methodology-UML(Unified Modeling language) from a point of product, process, and resource view. Systems diagnosis identifies the constraints to optimize the system through scientific management or TOC(Theory of constraints). Systems verification shows the solution with virtual manufacturing technique applied to the core problem which emerged from systems diagnosis. This research shows the artifacts to improve the productivity with the above methodology applied to forming shop. UML provides the definite tool for analysis and re-usability to adapt itself to environment easily. The logical tree of TOC represents logical tool to optimize the forming shop. Discrete event simulator-QUEST suggests the tool for making a decision to verify the optimized forming shop.

Development of Information Security Practice Contents for Ransomware Attacks in Digital Twin-Based Smart Factories (디지털트윈 기반의 스마트공장에서 랜섬웨어 공격과 피해 분석을 위한 정보보안 실습콘텐츠 시나리오 개발)

  • Nam, Su Man;Lee, Seung Min;Park, Young Sun
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.31 no.5
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    • pp.1001-1010
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    • 2021
  • Smart factories are complex systems which combine latest information technology (IT) with operation technology (OT). A smart factory aims to provide manufacturing capacity improvement, customized production, and resource reduction with these complex technologies. Although the smart factory is able to increase the efficiency through the technologies, the security level of the whole factory is low due to the vulnerability transfer from IT. In addition, the response and restoration of the business continuity plan are insufficient in case of damage due to the absence of factory security experts. The cope with the such problems, we propose an information security practice content for analyzing the damage by generating ransomware attacks in a digital twin-based smart factory similar to the real world. In our information security content, we introduce our conversion technique of physical devices into virtual machines or simulation models to build a practical environment for the digital twin. This content generates two types of the ransomware attacks according to a defined scenario in the digital twin. When the two generated attacks are successfully completed, at least 8 and 5 of the 23 virtual elements are take damage, respectively. Thus, our proposed content directly identifies the damage caused by the generation of two types of ransomware in the virtual world' smart factory.

Estimating the biomass of anchovy species off the coast of Tongyeong and Yeosu in South Korea in the spring and winter of 2013 and 2014 (2013년-2014년 춘계와 동계에 대한 통영과 여수 연안역의 멸치 어군의 현존량 추정)

  • Kang, Myounghee;Seo, Young Il;Oh, Taeg Yun;Lee, Kyounghoon;Jang, Choong-Sik
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.51 no.1
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    • pp.86-93
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    • 2015
  • Anchovy (Engraulis japonicus) is one of the most important species in the South Sea of South Korea. In order to estimate the biomass of anchovy, acoustic surveys, concurrently with trawling, were conducted in April, July, and September of 2013 and February of 2014 off the coast of Tongyeong and Yeosu. However, anchovies were found only during spring (April) and winter (February) surveys. To display only anchovy species confirmed by trawls on empty spaced echograms, virtual echograms were created. Three target strength (TS) values of anchovy were used: TS_z = 20 log L - (20/3) log (1+z/10) - 67.6 (Zhao et al.), TS_y =20 log L - 72.9 (Yoon et al.), TS_f = 20 log L - 71.9 (Foote). For anchovy schools combined with other species e.g., hairtail, squid, and Korean pomfret, their TS values were used to calculate an average TS. As a result, the anchovy biomass in the winter survey was approximately 75,000 tons (TS_z), 90,000 tons (TS_f), 114,000 tons (TS_y), respectively. The biomass in spring was 9,000 tons (TS_z), 9,200 tons (TS_f), 10,000 tons (TS_y). The sampling variance of spring was 70% and of winter was 30%. In order to manage anchovy resource sustainably, larvae and adult anchovy should be separately surveyed, the optimal area, date, and time for acoustic survey should be investigated, and the biomass survey should be done for relatively long and regular base.

A theoretical Study on the Motive of Movement in Animation (애니메이션의 Movement 동인(動因)에 대한 이론적 고찰)

  • Lee Sang-Won
    • Journal of Science of Art and Design
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    • v.3
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    • pp.62-86
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    • 2001
  • This study is based on theoretical background about movements of visual communication highlighted in digital age. Such movements are variously expressed in animation with the advancement of media, and their expression has great effect on visual art. Artists' concern and endeavor about movement expression techniques have been continued by impressionism, expressionism, futurism, cubism closely related with the birth of movie from late 19th century to early 20th century. At that time, stationary 2D space in plane screen couldn't express movement or time directly. Later, artists and designers have attempted to approach illusions in pictures or 4 dimension and movements by 2D or 3D computer graphics. The visual image in present digital age is to see, to hear, to feel by timing, so it is necessary for the most efficient way of message communication. And then, it is the time to start new, scientific, and creative study about production techniques of animation and expression of movements, since domestic animation productions are rapidly changed from cell to digital. The aim of this study is to clarify the motive of movement by theoretical inquiry of animation. Various aspects of animation as synthetic art have been examined by mathematical, scientific, and philosophical viewpoint. The results will be useful to the expression of motions for maximization of emotional effect in animation production or basic data of virtual simulation about certain situation. Therefore, such study should be managed as multidisciplinary research in the rapidly changing visual culture paradigm. namely, animation includes much more imaginative & creative power than simple function or techniques, so it has to be recognized as special synthetic art(visual art) constructing an area, the formative art with philosophical viewpoint and scientific principles.

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Study of Next Generation Game Animation (넥스트 제너레이션 게임애니메이션 연구)

  • Park, Hong-Kyu
    • Cartoon and Animation Studies
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    • s.13
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    • pp.223-236
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    • 2008
  • The video game industry is obsessed by the perception of "Next Generation Game". Appearance of the next generation game console has required the video game industry to renovate new technologies for their entire production. This tendency increases a huge mount of production cost. Game companies have to hire more designers to create a solid concept, artists to generate more detailed content, and programmers to optimize for more complex hardware. All those high cost efforts provide great locking games, but the potential of next generation game consoles does not end there. They also bring possibilities of the new types of gameplay. Next generation game contains a much larger pool of memories for every video game elements. The entire video game used to use roughly 800 animation files, but next generation game is pushing scripted event well over 4000 animation flies. That allows a lot of very unique custom animation for pretty much every action in the game. It gives game players much more vivid and realistic appreciation of the virtual world. Players are not being able to see any recycling of the same animation over and over when they are playing next generation game. The main purpose of this thesis is that defines the concept of next generation game and analyzes new animation-pipeline to be used in the shooter games.

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Variation of AEP to wind direction variability (풍향의 변동성에 따른 연간에너지 발전량의 변화)

  • Kim, Hyeon-Gi;Kim, Byeong-Min;Paek, In-Su;Yoo, Neung-Soo;Kim, Hyun-Goo
    • Journal of the Korean Solar Energy Society
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    • v.31 no.5
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    • pp.1-8
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    • 2011
  • In this study, we performed a sensitivity analysis to see how the true north error of a wind direction vane installed to a meteorological mast affects predictions of the annual-average wind speed and the annual energy production. For this study, two meteorological masts were installed with a distance of about 4km on the ridge in complex terrain and the wind speed and direction were measured for one year. Cross predictions of the wind speed and the AEP of a virtual wind turbine for two sites in complex terrain were performed by changing the wind direction from $-45^{\circ}$ to $45^{\circ}$with an interval of $5^{\circ}$. A commercial wind resource prediction program, WindPRO, was used for the study. It was found that the prediction errors in the AEP caused by the wind direction errors occurred up to more than 20% depending on the orography and the main wind direction at that site.