• Title/Summary/Keyword: Virtual Team

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The Present Status and Vision of Virtual Construction System Development (가상 건설 시스템 개발 현황과 비전)

  • Kim, Jae-Jun;Choi, Cul-Ho;Shin, Hyun-Mok;Jin, Sang-Yoon;Lee, Kwang-Myung
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2008.11a
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    • pp.170-175
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    • 2008
  • The research team for the virtual construction development was established with the support of Korea Ministry of Construction and Transportation, and KICTEP (Korea Institute of Construction and Transportation Technology Evaluation and Planning). Its aims are to develop system that is to improve productivity & quality, to create a higher value-added business, and to cultivate international competitiveness in the construction industry. The virtual construction system is a design, engineering, and construction management information system that allows the project participants to effectively share the information throughout the construction life cycle with the support of 3D and design information. To achieve this, the research team focuses on developing several systems. First, the team focuses on developing for the pre-planning, the structural engineering, MEP, and the 3D based estimation system. Second, they focus on developing a simulation system for the construction process planning and feasibility study with help of the virtual reality technologies. Third, they focus on developing the CPLM (Construction Project Life-cycle Management) system for managing construction project data, and the decision support system that makes the collaboration among the project participants based on 3D technologies and information. We also focus on developing the SDAI (Standard Data Access Interface), the localized guideline for 3D design, and a training program. In addition, we focus on developing the undeveloped area of the commercial system and building an environment that can support the communication and collaboration in the construction life-cycle rather than developing the existing and commercialized system.

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Robust Design of vehicle Intoner Noise using Taguchi method and Substructure Synthesis Method (다구찌법과 부분구조합성법을 이용한 차실소음 강건설계)

  • Kim, Hyo-Sig;Tanneguy, DE-KERDREL;Kim, Hee-Jin;Cho, Hyo-Jin
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2005.11b
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    • pp.134-139
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    • 2005
  • This paper presents a robust design of vehicle interior noise using Taguchi method and a substructure synthesis method with a hybrid model. Firstly, the proposed method identifies the critical process of the concerned interior noise through a TPA (Transfer Path Analysis). Secondly, a strategy for a robust design is discussed, in which the major noise factor among uncertainties in the process is quality distribution of rubber bushes connecting a cradle and a trimmed body. Thirdly, a virtual test model fer the process is developed by applying a substructure synthesis method with a hybrid modeling approach. Fourthly, virtual tests are carried out according to the predefined tables of orthogonal array in Taguchi robust design process. The process was performed under 2 sub-steps. The first step is sensitivity analysis of 31 panels, and the other step is weight optimization of mass dampers on sensitive panels. Finally, two vehicles with the proposed countermeasures were validated. The proposed method reduces 87.5% of trials of measurements due to the orthogonal arrays and increases robustness by 8.6dB of S/N ratio and decreases $5\;dB(A){\sim}10\;dB(A)$ of interior noise in the concerned range of RPM.

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Development of a Virtual Machine Tool-Part 4: Mechanistic Cutting Force Model, Machined Surface Error Model, and Feed Rate Scheduling Model

  • Yun, Won-Soo;Ko, Jeong-Hoon;Cho, Dong-Woo
    • International Journal of Precision Engineering and Manufacturing
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    • v.4 no.2
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    • pp.71-76
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    • 2003
  • A virtual machine tool (VMT) is presented in this two-part paper. In Part 1, the analytical foundation for a virtual machining system is developed, which is envisioned as the foundation for a comprehensive simulation environment capable of predicting the outcome of cutting processes. The VHT system undergoes "pseudo-real machining", before actual cutting with a CNC machine tool takes place, to provide the proper cutting conditions for process planners and to compensate or control the machining process in terms of the productivity and attributes of the products. The attributes can be characterized by the machined surface error, dimensional accuracy, roughness, integrity, and so forth. The main components of the VMT are the cutting process, application, thermal behavior, and feed drive modules. In Part 1, the cutting process module is presented. When verified experimentally, the proposed models gave significantly better prediction results than any other methods. In Part 2 of this paper, the thermal behavior and feed drive modules are developed, and the models are integrated into a comprehensive software environment.vironment.

An Empirical Study on the Leadership Style and Team Performance in Virtual Communities (가상공동체에서 리더십 스타일과 팀 성과에 관한 실증연구)

  • Lee, Kun-Chang;Chung, Namho;Jo, Nam Yong;Shin, Sung Woo;Lee, Hyung Jung;Lee, Jaeha
    • Knowledge Management Research
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    • v.9 no.4
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    • pp.127-142
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    • 2008
  • 최근 조직 내 정보시스템이 제공하는 지식과 정보에 대한 공유와 교환이 더 이상 성공적이라고 판단되지 않음에 따라 그 대안으로써 가상공동체(Virtual Community)가 주목받고 있다. 그러나, 가상공동체에서 살아있는 지식과 정보의 공유를 위해서는 공동체 안의 구성원인 리더와 구성원(팔로워) 들의 상호작용을 통한 몰입이 매우 중요하다는 인식이 확산되었다. 그러나, 이러한 몰입에 영향을 주는 리더-구성원 간의 영향관계는 충분히 연구된 바 없다. 이에 본 연구는 가상공동체에서 리더의 리더십 스타일과 팔로워의 특성 그리고 이들 간의 동기와 신뢰가 가상공동체의 몰입에 미치는 인과관계에 대해 분석하고자 하였다. '지각된 리더의 배려'로 측정된 '서번트 리더십'과 '지각된 리더의 조직지향'을 통해 측정된 '변혁적 리더십'이 구성원의 팔로워십과 동기, 리더와 조직에 대한 신뢰에 어떠한 영향을 미치는지 460명의 가상공동체 구성원을 통해 실증적으로 분석하였다. 분석결과 서번트 리더십과 구성원의 팔로워십 특성이 구성원의 몰입에 있어서 중요한 역할을 수행함을 알 수 있었다.

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An Integrative Review on Augmented Reality/Virtual Reality Simulation Programs in the Mental Health Area for Health Professionals

  • Han, Soolgi
    • International Journal of Contents
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    • v.15 no.4
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    • pp.36-43
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    • 2019
  • This is an integrative review paper of Augmented Reality (AR)/Virtual Reality (VR) simulation programs in the mental health area including the analysis of the general characteristics, contents, and the impact of the interventions studies. The keywords used to search the studies were "AR/VR" and "medical/nursing students". The author and a postdoctoral research fellow searched four electronic databases: Web of Science, PubMed, EmBase, and CINHA, and as a result nine studies met the inclusion criteria. Among the selected studies AR/VR simulation programs in the mental health area for healthcare professionals were found to be effective in clinical skills as well as for the interpersonal relationship and the stigma of mentally ill patients. Providing an opportunity to experience a safe and effective tool is important when educating health professionals and AR/VR simulation programs are safe and effective. Thus, standardized AR/VR simulation programs are needed to be developed for health professionals.

Applied Practices on the Application of VR/AR/MR Technologies to LVC Training Systems

  • Jong-Hoon Lee;Hun-Keun Park
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.149-159
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    • 2023
  • The Republic of Korea (ROK) Army is developing the Army Synthetic Battlefield Training System and plans divisional-level Live, Virtual, and Constructive (LVC) integrated training. This study proposes a plan to apply VR/AR/MR (Virtual Reality/Augmented Reality/Mixed Reality) technology to LVC integrated training systems to enhance the efficiency and effectiveness of future LVC integrated training. The study investigated immersive military training systems in the ROK and advanced countries. As a result, we confirm that immersive technology can significantly improve the efficiency and effectiveness of military training. Accordingly, we review the key technologies required for building a defense training system with immersive features and propose training subjects that can be enhanced in effectiveness and efficiency when built with an immersive approach. We also propose a plan to apply immersive technology to the Live, Virtual, and Constructive systems for the development of future LVC integrated training system.

Drape Evaluation of 3D Garment Simulations for Flared Skirts

  • Lee, Joohyun;Kim, Hyun Ah;Nam, Yun Ja;Ryu, Hyo Seon
    • Fashion & Textile Research Journal
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    • v.16 no.1
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    • pp.128-136
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    • 2014
  • The virtual try-on technologies of the current level have limitations with material expression as well as some difficulties with commercialization. There are differences in simulation results and subjective evaluations perceived by consumers according to the types and physical characteristics of materials used in virtual try-on simulations. This study were to analyze the exterior clothing shapes and visual images from 3D virtual try-on simulations with materials whose drapability was differentiated and then test the accuracy of the expression of the drapability of the materials. The study carried out 3D virtual try-on simulations by selecting flared skirts as an item to best express differences in drapability along with five materials of different physical properties and offered some basic data for greater utilization of virtual try-on simulations by comparing and analyzing them with the exterior shapes and visual images of actual flared skirts. The analysis results of hemline shapes between actual and virtual try-on according to the types of materials showed no match among the quantitative items of exterior shapes factors. There were no significant differences in the visual images except for "soft" according to the simulation methods, which means that the items can serve as part of a scale for visual image comparison. It is necessary to reflect quantitative numbers regarding "drapability" proposed in the study simulation software and to continue to build a systematic database for virtual simulations by investigating and testing various materials.

Interactive Dynamic Simulation Schemes for Articulated Bodies through Haptic Interface

  • Son, Wook-Ho;Kim, Kyung-Hwan;Jang, Byung-Tae;Choi, Byung-Tae
    • ETRI Journal
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    • v.25 no.1
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    • pp.25-33
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    • 2003
  • This paper describes interactive dynamic simulation schemes for articulated bodies in virtual environments, where user interaction is allowed through a haptic interface. We incorporated these schemes into our dynamic simulator I-GMS, which was developed in an object-oriented framework for simulating motions of free bodies and complex linkages, such as those needed for robotic systems or human body simulation. User interaction is achieved by performing push and pull operations with the PHANToM haptic device, which runs as an integrated part of I-GMS. We use both forward and inverse dynamics of articulated bodies for the haptic interaction by the push and pull operations, respectively. We demonstrate the user-interaction capability of I-GMS through on-line editing of trajectories for 6-dof (degrees of freedom) articulated bodies.

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Study on Vibration Characteristics of Fluid Tank Structure for Ship (유체 탱크 구조물의 접수 진동 특성에 관한 연구)

  • Seo, Myeng-Kab;Seok, Ho-Il;Lee, Chul-Won
    • Special Issue of the Society of Naval Architects of Korea
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    • 2013.12a
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    • pp.85-89
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    • 2013
  • In the engine room and the aft body, there are so many fluid tanks such as fresh water tank and oil tank. The vibration analysis for the fluid tank structures has to consider the added mass effect due to the fluid. However, it is known that the result of the fluid tank has the difference according to the boundary condition of the fluid field such as infinite fluid and finite fluid. In this paper, a numerical case study is carried out for the research about the vibration characteristics of the fluid tank with various fluid field. In addition, an experimental study is carried out to verify the validity of the vibration analysis for the fluid tank structure.

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A user behavior monitoring system on multimedia data for virtual engineering environments (가상환경에서 멀티미디어 데이터를 사용하는 사용자 행동 분석 시스템 개발)

  • Lee, Yoon-Kyung;Lee, Minsoo;Sohn, Yuseung;Wallmann, Gunnar;Fernandes, Miguel
    • Annual Conference of KIPS
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    • 2007.11a
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    • pp.300-303
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    • 2007
  • 사용자의 행동을 모니터링 하는 것에 대한 이전의 기술적인 연구는 네트워크 트래픽과 데이터 베이스 접근 패턴에 집중되어 있으나 이러한 접근은 사용자간의 데이터를 교환하고 공유하는 등의 상호 작용을 관찰하기에는 부족하다. 따라서 'BHave' 라는 가상 환경에서 사용자의 행동을 추적할 수 있는 시스템을 개발하여 문서에 접근하는 사용자의 행동을 모니터링한다. 서버쪽의 데이터베이스에서 데이터를 가져와서 클라이언트의 API 를 통하여 사용자가 선택한 데이터를 분석한 뒤 사용자에게 그래프를 통해서 시각적으로 분석 결과를 보여준다.