• Title/Summary/Keyword: Virtual Production

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Buckling and bending of coated FG graphene-reinforced composite plates and shells

  • Ahmed Amine Daikh;Amin Hamdi;Hani M. Ahmed;Mohamed S. Abdelwahed;Alaa A. Abdelrahman;Mohamed A. Eltaher
    • Advances in nano research
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    • v.15 no.2
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    • pp.113-128
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    • 2023
  • The advancement of theoretical research has numerous challenges, particularly with regard to the modeling of structures, in contrast to experimental investigation of the mechanical behavior of complex systems. The main objective of this investigation is to provide an analytical analysis of the static problem of a new generation of composite structure, namely, functionally graded FG graphene reinforced composite GRC coated plates/shells. A complex power law function is used to define the material's graduation. Investigations are conducted on Hardcore and Softcore coated FG plates/shells. The virtual work approach is used to perform the equilibrium equations, which are then solved using the Galerkin technique to account for various boundary conditions. With reliable published articles, the presented solution is validated. The effects of hardcore and softcore distributions, gradation indexes, and boundary conditions on the buckling, bending deflection and stresses of FG GRC-coated shells are presented in detail. Obtained results and the developed procedure are supportive for design and manufacturing of FG-GRC coated plates/shells in several fields and industries e.g., aerospace, automotive, marine, and biomedical implants.

Thermomechanical behavior of Macro and Nano FGM sandwich plates

  • Soumia, Benguediab;Tayeb, Kebir;Fatima Zohra, Kettaf;Ahmed Amine, Daikh;Abdelouahed, Tounsi;Mohamed, Benguediab;Mohamed A., Eltaher
    • Advances in aircraft and spacecraft science
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    • v.10 no.1
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    • pp.83-106
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    • 2023
  • In this work, the static behavior of FGM macro and nano-plates under thermomechanical loading. Equilibrium equations are determined by using virtual work principle and local and non-local theory. The novelty of the current model is using a new displacement field with four variables and a warping function considering the effect of shear. Through this analysis, the considered sandwich FGM macro and nanoplates are a homogeneous core and P-FGM faces, homogeneous faces and an E-FGM core and finally P-FGM faces and an E-FGM core. The analytical solution is obtained by using Navier method. The model is verified with previous published works by other models and very close results are obtained within maximum 1% deviation. The numerical results are performed to present the influence of the various parameters such as, geometric ratios, material index as well as the scale parameters are investigated. The present model can be applicable for sandwich FG plates used in nuclear, aero-space, marine, civil and mechanical applications.

Standards Registry for Data and Metadata on Earthquake and Volcanic Disaster- Strategies and Directions in Implementation: Implications for Geomorphological Studies (지진 화산 재해 관련 데이터 및 메타데이터 표준 등록소의 개발 방향과 과제: 지형조사 분야에 대한 시사)

  • Chang, Eunmi;Park, Yongjae;Park, Kyeong
    • Journal of The Geomorphological Association of Korea
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    • v.27 no.1
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    • pp.91-102
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    • 2020
  • Earthquakes and volcanic information can vary in type and extent, from raw data to processed data. In order to be able to analyzed and modeled, information needs to be opened in any formats and provided with metadata from the Korea Meteorological Agency and related data production organizations. We propose the metadata and data registry related to volcanic disasters in a form that can be used in conjunction with the Korea Meteorological Administration system that manages earthquake and volcanic data in Korea. The standard registry refers to a virtual system that checks the standards developed for over 20 years in the field of geographic information and receives information registration to grasp the location of geographical features. It is not only data from natural disasters such as earthquakes and volcanoes, but also national environmental survey results, and the cooperation system with other organizations dealing with national land information is also important, so a registry that creates and operates standards is necessary. Therefore, creating and operating the standard registry is necessary and expected to contribute to academic openness and data-driven policy.

Proposal of Makeup's Function on the Metaverse Digital Platform - Focusing on Zepeto - (메타버스 디지털 플랫폼의 메이크업 기능 제안 - 제페토를 중심으로 -)

  • Se Mi Nam;Eun Sil Kim
    • Fashion & Textile Research Journal
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    • v.25 no.6
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    • pp.739-744
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    • 2023
  • With the popularization of 5G networks and the development of AI (artificial intelligence) technology, Metaverse, which creates production capacity by combining virtual space and reality, is attracting attention. In this study, we searched for makeup applications with more than 100 million downloads from October 11, 2020 to November 3, 2020 through the Google Play Store. As a result of the search, four applications were found: YouCam Makeup, YouCam Perfect, Beauty Plus, and Sweet Snap. Based on the functions provided by the four applications, we attempted to suggest makeup functions applicable to Zepeto's avatar. Functions for the eyes (eyeliner, eyelashes, mascara, eye shadow, eye shape, eyebrow shape, lenses, double eyelids), functions for the nose (nose shape), functions for the mouth (lipstick, lip shape, smile function) ) Functions corresponding to the facial contour (contour, skin foundation, blusher, shading, highlighter, face painting, theme makeup) and functions corresponding to the body (body adjustment) were proposed. This study is the first in the beauty field to propose a method of applying the functions of the Metaverse platform as the importance of digital platforms is highlighted, and is the first to propose a makeup function applied to the Metaverse so that it can be used as important basic data in the future.

A Study on the Immersive Realities Between PC and VR Versions of <Resident Evil 4>

  • Mingke Lyu;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.340-345
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    • 2023
  • In recent years, the rapid development of VR technology has secured its significant position in the gaming industry. This paper selects the PC and VR versions of Resident Evil 4 as the research objects, aiming to compare the similarities and differences between these two platforms. Through this comparative study, it is evident that the PC version of the game offers most players an excellent gaming control experience through precise and flexible operations. On the other hand, the VR version not only achieves immersive gameplay through virtual reality technology but also delivers more impressive visual effects to players. However, in comparison to the traditional PC version, the VR version incurs higher development costs, necessitating the production team to invest more resources to optimize the gaming experience and strike a better balance between immersion and playability. In conclusion, this study provides a valuable reference for game developers, assisting them in meeting the diverse needs of player groups and enhancing game playability and user satisfaction.

Development of 3D Printed Fashion Jewelry Design Using Generative AI (생성형 AI를 활용한 3D 프린팅 패션 주얼리 디자인 개발)

  • Bo Ae Hwang;Jung Soo Lee
    • Journal of Fashion Business
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    • v.28 no.4
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    • pp.129-148
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    • 2024
  • With the advent of the 4th industrial era and the development of digital technologies such as artificial intelligence (AI), metaverse, 3D printing, and 3D virtual wearing systems, the fashion industry continues to attempt to use digital technology and introduce it into various areas. The purpose of this study was to determine whether fashion and digital technology could be combined to create works and to suggest ways to apply digital technology in the fashion industry. As a research method, image generative AI, Midjourney was applied to the initial design ideation stage to derive inspiration images. 3D printing technique was then introduced as a production method to print fashion jewelry. As a result of the research, a total of six jewelry designs printed with a 3D printer were developed. One necklace, one bracelet, three earrings, and one ring were developed. This study identified the possibility of applying digital technology to real fashion jewelry design products by designing jewelry based on inspirational images derived from image generation AI and producing pieces of fashion jewelry with 3D modeling tasks and 3D printing outputs. This study is significant in that it expands the expression area of fashion jewelry design that combines digital technology.

Domestic Research Trends in IT Fashion (IT 패션에 대한 국내 연구 동향)

  • Choo, Ho-Jung;Nam, Yun-Ja;Lee, Yu-Ri;Lee, Ha-Kyung;Lee, Sung-Ji;Lee, Sae-Eun;Jang, Jae-Im;Park, Jin-Hee;Choi, Jin-Woo;Kim, Do-Yuon
    • Fashion & Textile Research Journal
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    • v.14 no.4
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    • pp.614-628
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    • 2012
  • The purpose of this study was to analyze research trends and make suggestions regarding the future of information technology (IT) in the fashion industry. In this study, 437 papers written regarding IT fashion from five major journals published between 2000 and 2011 were examined. The research areas were then organized by subject and keyword, and divided into 16 high-context categories. Two IT fashion maps were constructed, one from a fashion consumer's perspective, and the other based on the fashion industry's supply chain. This study identified important trends in IT fashion such as: 3D scanners, 3D digital renderings of the human form, 3D digital garments, smart garments, mass customization, production automation, online shopping, home shopping, online communities, e-commerce, digital media, virtual reality, e-tail, the digital generation, E-CRM, and education. Data from body scans was collected and applied to production, and research on smart textiles was also carried out. As for IT fashion's service areas, the majority of the research focused on online shopping or online communication. Additionally, research done on avatars and cyber space, and studies on social networking services are shown. The results of this study indicated that a new field of research has opened and that current research has been developing. Also, this study showed what is needed to expand and strengthen IT fashion.

Real-Time Joint Animation Production and Expression System using Deep Learning Model and Kinect Camera (딥러닝 모델과 Kinect 카메라를 이용한 실시간 관절 애니메이션 제작 및 표출 시스템 구축에 관한 연구)

  • Kim, Sang-Joon;Lee, Yu-Jin;Park, Goo-man
    • Journal of Broadcast Engineering
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    • v.26 no.3
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    • pp.269-282
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    • 2021
  • As the distribution of 3D content such as augmented reality and virtual reality increases, the importance of real-time computer animation technology is increasing. However, the computer animation process consists mostly of manual or marker-attaching motion capture, which requires a very long time for experienced professionals to obtain realistic images. To solve these problems, animation production systems and algorithms based on deep learning model and sensors have recently emerged. Thus, in this paper, we study four methods of implementing natural human movement in deep learning model and kinect camera-based animation production systems. Each method is chosen considering its environmental characteristics and accuracy. The first method uses a Kinect camera. The second method uses a Kinect camera and a calibration algorithm. The third method uses deep learning model. The fourth method uses deep learning model and kinect. Experiments with the proposed method showed that the fourth method of deep learning model and using the Kinect simultaneously showed the best results compared to other methods.

Study on the Emotional Response of VR Contents Based on Photorealism: Focusing on 360 Product Image (실사 기반 VR 콘텐츠의 감성 반응 연구: 360 제품 이미지를 중심으로)

  • Sim, Hyun-Jun;Noh, Yeon-Sook
    • Science of Emotion and Sensibility
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    • v.23 no.2
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    • pp.75-88
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    • 2020
  • Given the development of information technology, various methods for efficient information delivery have been constructed as the method of delivering product information moves from offline and 2D to online and 3D. These attempts not only are about delivering product information in an online space where no real product exists but also play a crucial role in diversifying and revitalizing online shopping by providing virtual experiences to consumers. 360 product image is a photorealistic VR that allows a subject to be rotated and photographed to view objects in three dimensions. 360 product image has also attracted considerable attention considering that it can deliver richer information about an object compared with the existing still image photography. 360 product image is influenced by divergent production factors, and accordingly, a difference emerges in the responses of users. However, as the history of technology is short, related research is also insufficient. Therefore, this study aimed to grasp the responses of users, which vary depending on the type of products and the number of source images in the 360 product image process. To this end, a representative product among the product groups that can be frequently found in online shopping malls was selected to produce a 360 product image and experiment with 75 users. The emotional responses to the 360 product image were analyzed through an experimental questionnaire to which the semantic classification method was applied. The results of this study could be used as basic data to understand and grasp the sensitivity of consumers to 360 product image.

Mobile phone payment system using a light signal (휴대폰의 광원을 이용한 디지털 카드 시스템)

  • Hu, Moon-Heang;Shin, Moon-Sun;Ryu, Kuen-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.6
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    • pp.1237-1244
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    • 2009
  • In this paper, we proposed a mobile phone payment system using light signal containing payment related information. The digicard system we proposed creates virtual mobile card such as credit numbers and the created information is loaded in mobile phone. The virtual card information should be changed to pulse signal by light signal devices of mobile phone and the specific digicard system reader is able to read light signal. In recent years, a mobile phone payment system has been developed in order to provide user's convenience. But the mobile phone payment system has problems such as the production costs and complex and large size. In order to solve the aforementioned problems, we proposed mobile phone payment system being implemented by updating software without additional hardware modules. Therefore it is possible to apply the proposed digicard system to all kinds of mobile phone. Also encryption module is implemented to solve the problem of the security and privacy. According to an aspect of the present invention, there is provided a mobile phone payment system using a light signal containing payment-related information, comprising: a mobile phone; a photo receiver: and a control server.