• 제목/요약/키워드: Virtual construction technology

검색결과 258건 처리시간 0.041초

Dynamic deformation measurement in structural inspections by Augmented Reality technology

  • Jiaqi, Xu;Elijah, Wyckoff;John-Wesley, Hanson;Derek, Doyle;Fernando, Moreu
    • Smart Structures and Systems
    • /
    • 제30권6호
    • /
    • pp.649-659
    • /
    • 2022
  • Structural Health Monitoring (SHM) researchers have identified Augmented Reality (AR) as a new technology that can assist inspections. Post-seismic structural inspections are conducted to evaluate the safety level of the damaged structures. Quantification of nearby structural changes over short-term and long-term periods can provide building inspectors with information to improve their safety. This paper proposes a Time Machine Measure (TMM) application based on an Augmented Reality (AR) Head-Mounted-Device (HMD) platform. The primary function of TMM is to restore the saved meshes of a past environment and overlay them onto the real environment so that inspectors can intuitively measure dynamic structural deformation and other environmental movements. The proposed TMM application was verified by demo experiments simulating a real inspection environment.

건설현장의 디지털 트윈 구성을 위한 효율적인 3D 스캐닝 방법에 관한 연구 (A Study on the Efficient 3D Scanning Method for Digital Twin Configuration in Construction Site)

  • 김성훈;김태한;엄이레;원종철
    • 한국BIM학회 논문집
    • /
    • 제12권3호
    • /
    • pp.39-51
    • /
    • 2022
  • 3D scan technology can utilize real spatial information as it is in virtual space, so it can be usefully used in various fields such as reverse engineering of buildings and process management. Recently, with the development of ICT technology, more precise scan data can be obtained, and scan processing time has also been greatly reduced. In addition, the combination of software and scanning equipment used in 3D scanning technology is very diverse, and results are very different depending on which technology is used. Accordingly, there is a problem that it is difficult for a user who has no experience in 3D scanning technology to determine which technology and equipment should be used to obtain good results. In this study, 3D scan technologies mainly used at home and abroad are investigated, classified, and tested at actual construction sites to suggest considerations and suitable 3D scan methods when using 3D scans in construction sites. The test results were analyzed to evaluate the time it takes to scan, the final quality, and the user's convenience according to each technology method.

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

  • 박홍석;최흥원;박진우
    • 한국정밀공학회지
    • /
    • 제25권8호
    • /
    • pp.37-44
    • /
    • 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.

Best Practices on Improving the Virtual Reality (VR) Content Development Process with EPIC's Unreal Engine

  • Kong, Ji Hoon;Kim, Ki Du;Kim, R. Young Chul
    • International Journal of Advanced Culture Technology
    • /
    • 제9권4호
    • /
    • pp.417-423
    • /
    • 2021
  • Recently, in the Game industries, they are increasing to use of game engines to reduce the development cost of 3D content and software. In particular, Unreal Engine provides a blueprint visual scripting function that enables software production without programming (coding). Although High-end video content can be produced, the problem is that content development is complicated and requires advanced manpower. To solve this problem, we propose an optimized VR game context process. This is because 1) a Blueprint visual script is used, 2) VR games with various interactions can be produced, 3) Non-majors in the software field (or groups) can develop advanced content. In various related industries such as defense, medical care, manufacturing, and construction, we may easily develop any game content without programming with our refined VR rhythm action game development process. We expect to reduce the development cost with the process advantages in the game industries.

지하공간 u-방재시스템 구축을 위한 기반 기술 (Ubiquitous Disaster Protection Infrastructure for Underground Space)

  • 유창호;박승엽;최윤수;권기욱
    • 한국측량학회:학술대회논문집
    • /
    • 한국측량학회 2006년도 춘계학술발표회 논문집
    • /
    • pp.495-499
    • /
    • 2006
  • While the use of large scale underground complex space is increasing currently, this research suggests the methodology of servicing advanced service for civilian and constructing active disaster protection system in order to be free from danger problem of underground complex space by applying new ubiquitous technology. Synchronization between virtual space and real space and construction of ubiquitous disaster protection system arc the core technology. Based on RFID, USN technology, usually, user centered spatial information services are presented. it can be convert to disaster protection system on emergency situation without delay. Through these technology. we can ensure the safety of underground space where the floating population is concentrated in, moreover, utilize for infrastructure that presents various civilian services. Then we can satisfy the increasing civilians desire for safety and welfare and finally, it will contribute to construction of productive city and creation of new conceptual market.

  • PDF

굴삭기 AR 시스템을 위한 이미지 프로세싱 기반 가상 이미지 중첩 기술 (Seamless Superimposition Technique of Virtual Objects for AR System of Excavator Based on Image Processing)

  • 이강혁;박주환;강호준;신도형
    • 한국건설관리학회논문집
    • /
    • 제18권2호
    • /
    • pp.21-29
    • /
    • 2017
  • 최근 증강현실(AR)에 대한 대중적인 관심의 증가와 함께, 건설장비에 AR 기술을 도입하여 효율성을 높이려는 다수의 연구가 진행되고 있다. AR 기술을 도입하기 위해선 실세계와 카메라의 가상세계를 오차없이 연결할 수 있는 정교한 외부 표정이 필수적이다. 하지만 건설 현장에서는 한정된 비용과 시간의 문제와 현재 상용화되어있는 야외용 트래킹 시스템(경사계, GPS시스템 등의 오차로 인해, 정교한 외부 표정을 도입하는 것이 사실상 불가능하다. 본 연구에서는 굴삭기에 적용되는 AR 시스템인 AR 네비게이터를 위하여 정교하지 않은 외부 표정을 이용하더라도 이미지 프로세싱 기법을 통해 가상 이미지를 매끄럽게(Seamless) 중첩시키는 방법을 제안한다. 본 연구를 기반으로, 건설장비에 특화된 AR 네비게이터의 개발을 완료할 수 있을 것이라 생각이 된다. 또한 개발된 AR 네비게이터를 건설현장에 보급함으로써, 건설현장의 작업 효율성과 크게 향상시킬 것이라 기대하고, 추후 굴삭기 뿐 아니라 다른 건설장비에 적용될 수 있는 AR 기반 시스템이 갖춰질 것이라 생각한다.

먹매김 시공 자동화 로봇의 디지털 트윈 모델 구축 방안 연구 (A Study on Establishing a Digital Twin Model for Automated Layout Robots)

  • 박규선;이도현;장민호;김태훈;임현수;조규만
    • 한국건축시공학회:학술대회논문집
    • /
    • 한국건축시공학회 2022년도 가을 학술논문 발표대회
    • /
    • pp.155-156
    • /
    • 2022
  • In the process of developing an industrial robot, various simulations should be conducted to evaluate the driving, movement, and performance of the robot. Space and time constraints exist to manufacture existing robots and implement various simulations, and efficiency is reduced due to high costs. To solve this problem, many simulations can be conducted by implementing the same movement and working environment as the real environment in virtual reality using digital twin technology. This study proposes a process for establishing a digital twin model of automated layout robots. Using the digital twin model, it is expected that it will not only evaluate the hardware performance of the robot in the future, but also verify the robot's algorithms such as motion planning and work process, identify and solve potential problems in advance, and prevent problems caused by software.

  • PDF

Reinforcement Leaming Using a State Partition Method under Real Environment

  • Saito, Ken;Masuda, Shiro;Yamaguchi, Toru
    • 한국지능시스템학회:학술대회논문집
    • /
    • 한국퍼지및지능시스템학회 2003년도 ISIS 2003
    • /
    • pp.66-69
    • /
    • 2003
  • This paper considers a reinforcement learning(RL) which deals with real environments. Most reinforcement learning studies have been made by simulations because real-environment learning requires large computational cost and much time. Furthermore, it is more difficult to acquire many rewards efficiently in real environments than in virtual ones. The most important requirement to make real-environment learning successful is the appropriate construction of the state space. In this paper, to begin with, I show the basic overview of the reinforcement learning under real environments. Next, 1 introduce a state-space construction method under real environmental which is State Partition Method. Finally I apply this method to a robot navigation problem and compare it with conventional methods.

  • PDF

가상 건축물 시뮬레이션을 위한 클라이언트 중심의 모바일 증강현실 시스템 (Client-Centered Mobile Augmented Reality System for Virtual Building Simulation)

  • 김은미;임순범
    • 한국멀티미디어학회논문지
    • /
    • 제11권2호
    • /
    • pp.228-236
    • /
    • 2008
  • 최근 증강현실 기술을 이용하여 시공 전의 건축물이나 복원 중인 문화재를 확인하기 위한 연구들이 진행되어 왔다. 기존의 연구들은 특수 장비를 사용하거나 실외의 장거리에서 사용이 어려운 마커를 사용하였으며, 매번 서버에서 가상 객체의 변환을 계산하므로 서버 부하가 우려되기도 한다. 본 논문에서 제안하는 모바일 증강현실 시스템은 휴대폰의 GPS와 가속도 센서를 이용하여 마커 없이도 사용자의 위치 및 방향을 판단하며, 최대한 서버의 부하가 적도록 설계하였다. 서버는 클라이언트로부터 얻은 GPS의 위치정보와 카메라의 영상정보를 미리 정의되어 있는 3D 객체와 비교를 하여 위치와 방향을 판단한다. 그리고 계산된 위치와 방향의 가상 건축물 정보와 정합정보를 클라이언트로 전송하면 이를 받아 카메라 영상 위에 정합한다. 이후에는 서버와 추가적인 접속 없이 클라이언트 내에서 가속도 센서로 감지한 사용자의 움직임에 따라 가상 건축물의 변환을 수행할 수 있다.

  • PDF

극한지 배관망 승압기지 개념설계 및 경제성평가에 관한 연구 (A Study on Economic Evaluation and Conceptual Design of Compressor Station for Transmission Pipeline in Artic Area)

  • 조원정;김세윤;한효준;권휘웅
    • 한국가스학회지
    • /
    • 제22권5호
    • /
    • pp.24-30
    • /
    • 2018
  • 극한지 장거리 천연가스 배관망의 경우 배관 특성 및 노선 조건에 따라 가스압력이 감소되기 때문에 가스 압력유지를 위한 승압 설비가 필요하다. 적절한 가스 압력 유지를 위해 승압기지 위치 간격을 근거리로 하여 압축비를 줄이거나 장거리로 하여 압축비를 증가시킬 경우 승압기지의 주요설비 가격, 건설 및 운전비용 등이 고려된 경제성 확보가 필요하다. 따라서 본 연구에서는 극한지 장거리 배관망 건설에 대한 선행 연구조사를 검토하고 극한지 지역에서 승압기지의 건설비용을 절감할 수 있는 주요설비를 구성하여 공정 개념설계를 수행하였다. 특히 러시아의 야쿠츠크~알단지역에 대한 가상 지역을 선정하였고, 이 가상지역은 총 배관길이 533km 이며, 승압기지 건설 위치를 달리한 시나리오를 제시하고 승압기지의 주요설비에 대한 용량을 산정하였다. 이 결과를 바탕으로 승압기지 건설비용을 최소화할 수 있는 경제성 평가 방안을 검토하였다.