• 제목/요약/키워드: Virtual Production

검색결과 482건 처리시간 0.024초

전자상거래 환경하에서의 제초업체 판매 에이전트를 위한 가상생산 에이전트 (A Virtual Manufacturing Agent for Sales Agent of Manufacturers in EC Marketplace)

  • 최형림;박병주;김현수;이창호
    • 지능정보연구
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    • 제7권1호
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    • pp.1-15
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    • 2001
  • 최근 인터넷의 급속한 확산에 따른 전자상거래의 활성화는 조직과 규모 면에서 열세인 중소기업들의 판로 확장 및 홍보를 위한 새로운 대안으로 인식되고 있다. 그러나, 전자상거래 환경은 비약적으로 성장하고 있지만, 여전히 국내 중소기업들은 인력 및 자금의 상대적인 열세로 이러한 환경변화에 효과적으로 대응치 못하고 있다. 본 논문은 이러한 문제를 해결하기 위한 노력의 일환으로, 인터넷 상의 판매 에이전트를 지원할 수 있는 가상생산 에이전트(Virtual Manufacturing Agent)의 개발에 관한 내용을 담고 있다. 제품의 흥보, 주문의 선택 및 수락 여부에 대한 결정은 생산라인의 상태와 매우 밀접한 관계에 있다. 주문의 수락과 주문 조건에 대한 협상을 위해서는 제조가능성 여부, 생산 부하 및 생산일정 등에 대한 정보가 필요하다. 본 논문에서는 중소제조업체의 판매활동을 인터넷상에서 가능하게 하는 판매에이전트가 요구하는 생산정보를 적시에 제공할 수 있는 가상생산 에이전트를 설계, 구현하였고, 이를 통하여 구현된 시스템을 사출금형제조업체의 생산과정과 주문처리과정을 통하여 검증하였다.

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3D 가상모델 및 가상착의 시스템을 이용한 남자 운동선수의 상반신 원형설계 (A Development of the Bodice Pattern for Male Sports Athletes Using by 3D Virtual Twin & Virtual Garment Simulation)

  • 임지영
    • 한국의류산업학회지
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    • 제12권3호
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    • pp.347-353
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    • 2010
  • The purpose of this study was to examine the appropriate surplus of clothing for a suitable basic bodice pattern of Male Sports Athletes by using the 3D virtual twin and virtual garment simulation system. The results were as follows; 1. By using 3D virtual twin and garment simulation, new bodice pattern considered male sports athletes was development. The basic numerical formula were as follows ; surplus of chest girth=9, surplus of back length=1, armhole depth=back length/4+13, half back width=chest girth/5+2.5, front chest width=chest girth/5+3. 2. Wearing test by 3D virtual garment simulation system was useful to evaluate wearing outline, surplus of clothes and garment space. Also it estimated more highly than existing pattern in silhouette and ease amount, confirming that new bodice pattern is appropriate for the male sports athletes. New bodice pattern was evaluated to allow proper space length of chest and waist. 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. This study is expected to serve as one of important basic data for ensuing studies that may utilize 3D Virtual Garment Simulation System with 2D patterns, and also for future 3D Pattern Production Program development.

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.

3차원 인체스캔형상을 재현한 3D 아바타 제작을 위한 가상착의 시스템의 활용성 검증 -CLO 3D 프로그램을 중심으로- (Usability verification of virtual clothing system for the production of a 3D avatar reproduced from 3D human body scan shape data - Focusing on the CLO 3D program -)

  • 홍은희
    • 한국의상디자인학회지
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    • 제22권1호
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    • pp.1-13
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    • 2020
  • The purpose of this study is to create a 3D avatar from 3D human body shape data using the CLO 3D virtual clothing program and to verify the feasibility of avatar production using the virtual clothing system for verifying size and shape. The research method was to select one virtual representative model that is the closest to the mean size of each body item for each age group. Using the 3D human body scan shape of a 40-69 years old male was applied to the CLO 3D virtual wearing system. Using the CLO 3D Avatar conversion menu, we verified the feasibility of creating a 3D avatar that reproduces the human body scan shape. In the dimension comparison between the 3D avatar and the fictitious representative model, the dimension difference was noticeable in height, circumference, and length. However, as a result, the converted 3D avatar showed less than a 5% difference in most human dimensions. In addition, since the body shape and posture were reproduced similarly, the utilization of the avatar was verified.

Development of a virtual studio system for live broadcasting of election results: VdreamSet

  • Ko, Hee-Dong;Kim, Hyun-Suk;Kim, Lae-Hyun;Ahn, Jae-Hong;Park, Kyung-Dong
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 1999년도 KOBA 방송기술 워크샵 KOBA Broadcasting Technology Workshop
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    • pp.213.1-218
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    • 1999
  • A virtual studio is a new video production environment using interactive computer graphics and imaging media technology. The traditional chroma-keying with two-dimensional background is replaced by an advanced keying method with a dynamic computer-generated, three-dimensional background. We have developed a virtual studio system that is practical to use in the real production environment. It has not only essential features that are common among various commercial virtual studio systems, but also unique feature that help the producer to construct virtual studio sets and scenarios efficiently such as span graph, robust backup controller, and 3 dimensional character generator supporting all languages. Our virtual studio system was used in live broadcasting and proved that the system was practical enough. In this paper, we will introduce the structure and the major features of our system, called VdreamSet, and application examples to broadcasting.

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.

깊이 맵 기반의 실시간 가상 영상합성 시스템의 설계 및 구현 (The Design and Implementation of Real-time Virtual Image Synthesis System of Map-based Depth)

  • 이혜미;류남훈;노관승;김응곤
    • 한국전자통신학회논문지
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    • 제9권11호
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    • pp.1317-1322
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    • 2014
  • 영상물을 완성하기 위해서는 실사 배우의 동작을 캡처하여 가상 환경과 합성하는 과정을 거치게 된다. 이때 제작비용의 과다소요 또는 후처리 기술의 부재로 인하여 수작업으로 제작하는 것이 일반적이다. 배우는 크로마키 가상스튜디오에서 상상력에 의존하여 연기를 하게 되는데, 실존하지 않는 물체와의 충돌 및 반응을 고려하여 움직여야 한다. CG를 통한 합성 과정에서 배우의 움직임과 가상 환경이 어긋나는 경우는 원본 영상을 폐기하고, 재촬영해야 하는 문제가 발생한다. 본 논문에서는 재촬영의 비율을 줄이고, 제작기간 단축 및 제작 비용절감을 위한 깊이 기반의 실시간 3D 가상 영상합성 시스템을 제안하고 구현한다. 가상 배경과 3D 모델, 실사 배우를 실시간으로 합성하여 상호간의 충돌이나 반응을 촬영 현장에서 판단할 수 있으므로 배우의 잘못된 위치나 연기를 개선할 수 있게 한다.

The Use and Study of Time-Lapse Tools in Virtual Sound Field Design

  • Wang, Yan-bing
    • 한국컴퓨터정보학회논문지
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    • 제22권7호
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    • pp.93-100
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    • 2017
  • In this paper, we propose a methodology of using time-lag, make it serve the sound field, in order to smoothen the music production and reduce conflicts. The importance of music production in today's music industry chain is becoming more and more apparent. In the process of music production, the creators pay more attention to the design and adjustment of virtual sound field, especially the late mixing and production. In the process, as a commonly used tool for the adjustment of sound field, "time-lapse" plays a decisive role.

자동차 차체공장의 매뉴얼 점용접 공정에 가상생산기술 적용 (Implementation of Virtual Manufacturing Technology to Manual Spot Welding Process in Automotive Body Shop)

  • 정광조;이건상;박영진
    • 대한기계학회:학술대회논문집
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    • 대한기계학회 2003년도 춘계학술대회
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    • pp.1166-1172
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    • 2003
  • The extremely strong competition among the world automobile industries has introduced the concept of PLM in the total production activities, one of whose major components is VM(Virtual Manufacturing). If the production lines are equipped with robots, the application of OLP in the virtual space is fully mature. However, in the point of the investment's and the maintenance's view, there are always some activities, which can not be automated: for example, typically the manual welding for prefixing in the automobile body shop and the material loading. Process planning for these activities, therefore, are decided mainly by experiences, which caused many repeated rework of the processes and the inconvenience of the workers, and resulted consequently in the reduction of the productivity and the safety of the workers. In this paper, the optimal dimension of the welding gun and its handle position and the optimal working path is simulated and decided by use of DELIMN/IGRIP and DELMIA/Ergo and the working area modelized in the virtual workcell of DELMIA.

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