• 제목/요약/키워드: Virtual planning

검색결과 373건 처리시간 0.025초

인터넷 기반 디자인 및 생산지원 분산환경 프로세스관리 기법 연구 (Internet Based Managing Design and Production Processes in a Distributed Global Environment)

  • 박화규
    • 한국정보시스템학회지:정보시스템연구
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    • 제9권1호
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    • pp.217-234
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    • 2000
  • This paper is to develop an information infrastructure to support managing process in design, planning, production, and quality control. Multi-media data set of design, product, and management information flow between organizational units of a virtual enterprise. The process is the logical organization of people, technology and practices incorporated into work activities to make an end product. The core of the infrastructure is the enterprise framework which coordinates activities and controls the process. The proposed framework manages collaborative activities across space and time, and between users and computers who share information in virtual community. It utilizes knowledge distributed through virtual community and fosters cooperation between organizations. The framework provides the following facilities; coordinating activities, sharing data and processes, visualizing multi-media data, customizing and updating processes, reusing data and processes. This paper covers design and manufacturing activities but our focus is initially targeted at design area.

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청계천의 3차원모델 및 가상현실컨텐츠 제작 (Constructing 3D Models and Virtual Reality Contents of CheongGyeCheon)

  • 이임평;최윤수;권문성;최경아
    • 한국측량학회:학술대회논문집
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    • 한국측량학회 2006년도 춘계학술발표회 논문집
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    • pp.501-506
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    • 2006
  • With the development of Geospatial Technology (GT), many countries and industries have been expanding their investment in constructing a cyber territory. As the critical components of this cyber territory, three-dimensional models and virtual reality contents based on these models of urban areas in particular have been considered. These models and contents can be intensively used for a city to decide the policies efficiently and to attract the interests of peoples while planning and performing large projects. In this study, we have thus constructed the 3D models and virtual reality contents of the large areas along the CheongGye stream to visualize the environment of these areas before and after the CheongGyeCheon restoration project being completed. Furthermore, we propose efficient methods to construct and visualize these large models, such as tile mapping and multiple LOD application.

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시뮬레이션 기반 디지털 조선소 구축 및 활용 (Implementation and Applications of Simulation Based Digital Shipyard)

  • 한상동;유철호;신종계;이종근
    • 한국CDE학회논문집
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    • 제13권1호
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    • pp.18-26
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    • 2008
  • Shipbuilding industries have been struggling to reduce production time and cost of their products in many aspects. Manufacturing systems have been changed, new production lines and robots have been installed, and new planning and scheduling systems have been adopted in order to achieve shorter time-to-market and higher productivity. Simulation based manufacturing, digital manufacturing, or virtual manufacturing simulation, whatever the name means, is an approach to achieve such a goal. In order to improve productivity in a shipbuilding process at a shipyard, a digital shipyard development has been driven. This paper proposed how to implement the digital shipyard, what to do with it, and what to obtain from it. This digital shipyard will help simulate and optimize the entire shipbuilding life cycle with its virtual environment through shipbuilding process from the initial development stage to the launch.

대형 가상환경을 위한 이동형 햅틱 인터페이스: PoMHI v0.5 (Mobile Haptic Interface for Large Immersive Virtual Environments: PoMHI v0.5)

  • 이채현;홍민식;이인;최오규;한경룡;김유연;최승문;이진수
    • 로봇학회논문지
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    • 제3권2호
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    • pp.137-145
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    • 2008
  • We present the initial results of on-going research for building a novel Mobile Haptic Interface (MHI) that can provide an unlimited haptic workspace in large immersive virtual environments. When a user explores a large virtual environment, the MHI can sense the position and orientation of the user, place itself to an appropriate configuration, and deliver force feedback, thereby enabling a virtually limitless workspace. Our MHI (PoMHI v0.5) features with omnidirectional mobility, a collision-free motion planning algorithm, and force feedback for general environment models. We also provide experimental results that show the fidelity of our mobile haptic interface.

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Design of an Algorithm to Simulate Surface Roughness in a Turning for an Integrated Virtual Machine Tool

  • Jang, Dong-Young
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 1998년도 추계학술대회 및 정기총회
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    • pp.204-208
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    • 1998
  • The fundamental issues to evaluate machine tool's performance through simulation pertain to the physical models of the machine tool itself and of process while the practical problems are related to the development of the modular software structure. It allows the composition of arbitrary machine/process models along with the development of programs to evaluate each state of machining process. Surface roughness is one of the fundamental factors to evaluate machining process and performance of machine tool, but it is not easy to evaluate surface roughness due to its tribological complexity. This paper presents an algorithm to calculate surface roughness considering cutting geometry, cutting parameters, and contact dynamics of cutting between tool and workpiece as well as tool wear in turning process. The designed virtual machining system can be used to evaluate the surface integrity of a turned surface during the design and process planning phase for the design for manufacturability analysis of the concurrent engineering.

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헬기 운용환경을 고려한 가상 사격 통제 시스템 개발 (The Development of Virtual Fire Control System Considering Operational Environment of Helicopter)

  • 김우식;이동호;장인동;박한준
    • 한국군사과학기술학회지
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    • 제17권4호
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    • pp.448-455
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    • 2014
  • Virtual Fire Control System(VFCS) in attack helicopter is developed. VFCS is comprised of multifunction display, store management computer, mission computer, target acquisition and designation system, mission planning system, weapon simulator and flight simulator. Weapon engagement process under the operational environment of helicopter was considered by using the VFCS. We considered hellfire missile, tow missile, unguided rocket and turret gun. The results of this study will be utilized efficiently on integrated fire control system SIL(System Integration Lab.) in attack helicopter.

방사선수술치료계획 프로그램의 지시자 회전 오차 교정 기능 점검 (Verification of Indicator Rotation Correction Function of a Treatment Planning Program for Stereotactic Radiosurgery)

  • 정현태;이레나
    • Journal of Radiation Protection and Research
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    • 제33권2호
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    • pp.47-51
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    • 2008
  • 목 적: 방사선수술에 사용되는 치료계획을 위한 정위 영상 획득 때 사용되는 표시기(indicator)의 회전에 의한 오차를 분석하고 이를 교정하는 소프트웨어의 기능을 점검하는 방법을 제시한다. 이 방법을 이용하여 상용 프로그램인 렉셀감마플랜의 회전 오차 기능을 점검한다. 대상 및 방법: 상용 프로그래밍 언어인 Interactive Data Language (version 5.5)를 이용하여 소프트웨어적으로 만든 정위 영상으로 가상 팬텀을 만들었다. 영상의 두께는 0.5 mm, 픽셀 크기 0.5 mm, 필드 크기 256 mm, 그리고 분해능은 $512{\times}512$이었다. 영상은 DICOM 3.0 표준을 따라서 렉셀감마플랜이 인식할 수 있도록 하였다. 회전 교정 기능 점검을 위하여 가상 팬텀의 중심에서 상하로 50 mm와 30 mm 떨어진 곳과 중앙에 위치한 횡단면 영상에 각각 50 mm 간격으로 측정점 9개를 만들어 총 45개의 측정점을 만들었다. 기준 가상 팬텀을 x, y, z축을 중심으로 각각 $3^{\circ}$ 회전한 영상, xy, yz, zx 축을 중심으로 각각 $3^{\circ}$씩 회전한 영상, xyz세 방향으로 모두 $3^{\circ}$씩 회전한 영상을 만들어서 회전에 의한 오차를 계산하고, 렉셀감마플랜의 교정 기능을 점검하였다. 결과: 가상 영상을 렉셀감마플랜에 입력하고 정위좌표를 정의할 때 영상에 의한 등록 오차는 $0.1{\pm}0.1mm$로써 방사선수술에서 요구하는 오차 내에 있었다. x, y, z축 중 1개 축을 중심으로 $3^{\circ}$ 회전할 때 가능한 최대 오차는 2.6mm, 2개 축을 중심으로 $3^{\circ}$씩 회전할 때는 3.7mm, 3개축 모두에 대해 $3^{\circ}$씩 회전할 때는 4.5 mm이다. 이에 대해 영상의 회전을 교정하여 렉셀감마플랜에서 측정한 측정점들의 변위는 1 개축을 중심으로 회전하였을 때 $0.1{\pm}0.1mm$, 2 개 축의 경우 $0.2{\pm}0.2mm$, 3개축의 경우 $0.2{\pm}0.2mm$로서 회전의 영향을 보정하는 기능이 정확하게 작동하고 있음을 확인할 수 있었다. 결론: 방사선수술 치료계획 프로그램의 여러 소프트웨어적 기능을 점검하기 위한 가상 팬텀을 만들고 상용프로그램의 회전 오차 교정 기능을 점검한 결과 정확하게 작동하고 있음을 확인하였다. 본 연구에서 작성한 가상 팬텀은 치료계획 프로그램의 다른 여러 기능들을 점검하는 데도 사용될 수 있을 것이다.

가상현실 기반의 어트랙션 콘텐츠 개발을 위한 콘텐츠 분류법 연구 (A Study on Content Classification for Developing Virtual Reality-based Attraction Contents)

  • 엄이레
    • 한국콘텐츠학회논문지
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    • 제19권11호
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    • pp.499-506
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    • 2019
  • 4차 산업혁명과 5G 기술 상용화로 주목받고 있는 가상현실은 게임 분야에서 관광, 레저, 교육 등 다양한 분야로 범위를 넓혀가고 있으며 VR시장은 지속적으로 확대될 전망이다. 국내에서도 VR시장 규모가 확대되면서 가상현실 콘텐츠를 결합한 테마파크가 도심을 중심으로 확산되고 있다. VR테마파크는 기존 테마파크와 달리 실내에 구성된 소규모 놀이문화공간으로, 놀이공원에서 즐길 수 있는 어트랙션(놀이기구)을 가상현실 콘텐츠와 함께 즐길 수 있다. 비일상적 경험 체험이 목적인 테마파크와 동일한 특성을 가진 가상현실 콘텐츠는 어트랙션의 물리적 자극과 결합하여 높은 몰입감과 현존감을 제공한다. 어트랙션과 결합된 가상현실 콘텐츠는 기존 제시된 분류법으로 콘텐츠를 정확하게 구분 지을 수 없어, 체험 형태와 설치 형태에 따른 새로운 분류법을 제시하였다. 국내 VR테마파크의 사례를 통해 콘텐츠를 분류하였고, 추후 진행될 가상현실 어트랙션 콘텐츠 제작을 위한 기획 방향을 모색하고자 하였다.

고가 선형공원의 녹지계획 사례연구 (Case Study of Green Space Planning in Elevated Linear Parks)

  • 박청인;이주영
    • 한국환경과학회지
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    • 제28권2호
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    • pp.267-276
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    • 2019
  • Elevated linear parks have the potential to support the ecological stability, city amenity, cultural opportunity, and health benefits of urban dwellers; these are increasingly becoming an integral part of the urban infrastructure. Due to structural limitations in space, linear parks need to be planned to increase the value of green space. This study was aimed at advancing urban planning techniques for increasing the value of elevated linear parks, by comparing the Seoullo7017 with the Promenade $plant{\acute{e}}e$ and the Highline. Planning characteristics of these green spaces were analyzed from the perspectives of physical planning factors, amenity values for users, and management systems. Field surveys and virtual tools were used to investigate the current characteristics of these parks, in addition to the literature survey. From the analysis of planning factors, amenity values, and management in the three linear parks, following important recommendations were made in order to promote the values of these parks: (a) diversify planting design for increasing the diversity of green space in a narrow area; (b) bring in various forms of amenities to promote the quality of users' experience; and (c) establish community-based management systems for enhancing regional competitiveness and profit sharing in urban regeneration projects.