• Title/Summary/Keyword: Virtual prototype

Search Result 278, Processing Time 0.023 seconds

A Study on the Development of Unified Ball Valve and Polyethylene-Steel Pipe Via Virtual Manufacturing and Experimental Approach (가상생산 및 실험을 통한 폴리에틸렌관과 금속관 일체형 볼 밸브의 개발에 관한 연구)

  • Suh, Yeong-Sung;Yoo, Je-Hyuk;Ji, Min-Wuk;Song, Jeong-Hyun;Lee, Jae-Yoon
    • Journal of the Korean Institute of Gas
    • /
    • v.14 no.1
    • /
    • pp.47-54
    • /
    • 2010
  • In order to reduce the number of installation processes and the cost, a unified ball valve and polyethylene-steel pipe is proposed and tested. An integrated design approach is carried out such that a virtual manufacturing based on finite-element analysis is first performed in order to examine contact conditions under exaggerated temperature variations (${\Delta}T\;=\;60^{\circ}C$ and $-50^{\circ}C$ for summer and winter, respectively). From the final design configuration, it was predicted that the maximum contact pressures are 71 and 8.1 MPa for summer and winter, respectively, at relatively larger contact surface. Based on this observation, a prototype model is fabricated to go through an actual leakage test. The prototype pipe passed a hydrostatic strength test successfully, showing no leakage at even much higher (54 MPa) than the operational pressure (0.25 MPa).

Spray Modeling: An Augmented Reality Based Tangible 3D Modeling Interface (스프레이 모델링: 증강현실 기반의 실체적인 3차원 모델링 인터페이스 제안)

  • Jung, Hee-Kyoung;Nam, Tek-Jin
    • Archives of design research
    • /
    • v.18 no.4 s.62
    • /
    • pp.119-128
    • /
    • 2005
  • This paper presents an intuitive 3D modeling interlace based on a field study and prototype development. The process and tools of modeling were observed in workshops of professional design model making, day modeling, wood caning and glass crafting. The Spray Modeling interlace was developed from the observational analysis of the field study. It is a 3D modeling interface which combines particle spraying and day modeling in Virtual or Augmented Reality space. Virtual volume particles are sprayed on frames in Augmented Reality space as day modeling. It adopts a real air spay gun as a tangible interface device which provides coherent sound and air-force feedback. The prototype development and a user study showed that the interface supports new patterns of form development and expression. Control interfaces and requirements of auxiliary devices were found to be improved. This study examines the potential of the new interlace for designers working in 3D virtual and augmented reality. The new spraying interface is also expected to be used as an alternative interface in 3D computer workspace, games, education software and media art.

  • PDF

Development of the similitude law considering the intensity-dependent variation of natural frequency of pile foundation system (말뚝 기초 고유진동수의 가속도 크기 의존성을 고려한 상사법칙 개발)

  • Choi, Jung-In;Yoo, Min-Teak;Kim, Sung-Yul;Kim, Myoung-Mo
    • Proceedings of the Korean Geotechical Society Conference
    • /
    • 2009.09a
    • /
    • pp.905-912
    • /
    • 2009
  • 1-g shaking table test is conducted to evaluate the dynamic behavior of a soil-structure system under seismic loading condition. A consistent similitude law between the model and prototype is needed to predict the behavior of the prototype structure, quantitatively. The natural frequency of geomaterial decreases with the increase of shaking intensity because of the non-linear property of the geomaterial. This phenomenon affects the applicability of similitude laws in 1-g shaking table tests. In this study, a simple method is suggested to determine the frequency of the input motions in 1-g tests in order to enhance the applicability of similitude laws. Modified input frequency is calculated using the frequency ratio with consideration of the variation of the natural frequency according to the intensity of input ground acceleration. To verify the applicability of the suggested method, a series of 1-g shaking table tests were performed for three different sizes of model piles having an overburden mass on their heads by varying the acceleration and the frequency of input motion. The acceleration amplification ratio on the overburden mass, the lateral displacement at the pile head and the maximum bending moment along the pile depth were measured. The projected behaviors of the virtual prototype based on the measured values of the model tests, where the input frequencies were calculated by the new method, showed good consistency, verifying the applicability of the suggested method.

  • PDF

A Proposal for Prototype-Free Production Preparation Processes Utilizing 3DCG Animations

  • Shinoda, Shinji;Shimozawa, Kazuhiro;Niwa, Akira;Kawase, Takeshi;Matsumoto, Toshiyuki;Mizumachi, Tadahiro
    • Industrial Engineering and Management Systems
    • /
    • v.8 no.2
    • /
    • pp.109-120
    • /
    • 2009
  • As the use of 3DCAD data became widespread in designing products in manufacturing, attempts have been made to shorten lead time and reduce cost of production preparation utilizing 3DCAD data for launching assembly lines. In order to create assembly plans not only efficient but easy for operators to operate ('easy-to-operate'), this study presents approaches, methods, and systems for creating 3DCGAs (3 Dimensional Computer Graphic Animations) which automatically utilize a prototype-free production preparation methodology. Characteristics of this study include that it proposes the methodology for creating assembly operation 3DCGAs automatically, for all the possible assembly operations corresponding each of the possible assembly sequences first. Using the created 3DCGAs, the study next considers assembly methods by evaluating how easy or 'operator friendly' they are in implementing, and devises tools or jigs to be used, and plans efficient assembly line organization. The concept of the methodology was formed by focusing on the value-adding assembly steps at which parts turn into products directly. The study also validates the effectiveness of the presented methodology by employing the methods used in actual production preparation process in businesses, and proves that an efficient assembly line can be organized in a shorter period of time utilizing the developed system and by preparing easy-to-operate and efficient plans in 3DCGAs at the design stage.

Optical Resonance-based Three Dimensional Sensing Device and its Signal Processing (광공진 현상을 이용한 입체 영상센서 및 신호처리 기법)

  • Park, Yong-Hwa;You, Jang-Woo;Park, Chang-Young;Yoon, Heesun
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
    • /
    • 2013.10a
    • /
    • pp.763-764
    • /
    • 2013
  • A three-dimensional image capturing device and its signal processing algorithm and apparatus are presented. Three dimensional information is one of emerging differentiators that provides consumers with more realistic and immersive experiences in user interface, game, 3D-virtual reality, and 3D display. It has the depth information of a scene together with conventional color image so that full-information of real life that human eyes experience can be captured, recorded and reproduced. 20 Mega-Hertz-switching high speed image shutter device for 3D image capturing and its application to system prototype are presented[1,2]. For 3D image capturing, the system utilizes Time-of-Flight (TOF) principle by means of 20MHz high-speed micro-optical image modulator, so called 'optical resonator'. The high speed image modulation is obtained using the electro-optic operation of the multi-layer stacked structure having diffractive mirrors and optical resonance cavity which maximizes the magnitude of optical modulation[3,4]. The optical resonator is specially designed and fabricated realizing low resistance-capacitance cell structures having small RC-time constant. The optical shutter is positioned in front of a standard high resolution CMOS image sensor and modulates the IR image reflected from the object to capture a depth image (Figure 1). Suggested novel optical resonator enables capturing of a full HD depth image with depth accuracy of mm-scale, which is the largest depth image resolution among the-state-of-the-arts, which have been limited up to VGA. The 3D camera prototype realizes color/depth concurrent sensing optical architecture to capture 14Mp color and full HD depth images, simultaneously (Figure 2,3). The resulting high definition color/depth image and its capturing device have crucial impact on 3D business eco-system in IT industry especially as 3D image sensing means in the fields of 3D camera, gesture recognition, user interface, and 3D display. This paper presents MEMS-based optical resonator design, fabrication, 3D camera system prototype and signal processing algorithms.

  • PDF

The Method of User Experience Evaluation for Virtual Living Space (가상현실 주거공간을 위한 사용자경험 평가 방법)

  • Kim, Mi-Sun;Paek, Hee-Won;Seo, Hye-Ran;Ko, Il-Ju
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.7 no.12
    • /
    • pp.795-806
    • /
    • 2017
  • In this paper, we propose a user experience evaluation method for virtual reality living space contents and apply it to prototype simulations to measure user experience. The user evaluation method proposed in this paper is based on the existing user evaluation methodology, but it is established by changing the experience and evaluation factors to match the characteristics of the virtual reality living space. The generated virtual reality living space simulation is configured similar to real space and is placed real objects that the user actually uses in each space, so that users can feel reality. The subjects performed the tasks according to the given scenarios and then evaluated the simulation. As a result of the evaluation, the main goal of the simulation, the items that make the users feel realistic, were lower than our expectations. This means that future simulations need to be modified in a way that adds or expands elements that enhance the realism. In this way, the UX evaluation method proposed in this paper is expected to provide a more objective indicator to the content developer or designer in order to grasp the user's demand in the virtual reality living space.

Design and Performance Evaluation of Digital Twin Prototype Based on Biomass Plant (바이오매스 플랜트기반 디지털트윈 프로토타입 설계 및 성능 평가)

  • Chae-Young Lim;Chae-Eun Yeo;Seong-Yool Ahn;Myung-Ok Lee;Ho-Jin Sung
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.5
    • /
    • pp.935-940
    • /
    • 2023
  • Digital-twin technology is emerging as an innovative solution for all industries, including manufacturing and production lines. Therefore, this paper optimizes all the energy used in a biomass plant based on unused resources. We will then implement a digital-twin prototype for biomass plants and evaluate its performance in order to improve the efficiency of plant operations. The proposed digital-twin prototype applies a standard communication platform between the framework and the gateway and is implemented to enable real-time collaboration. and, define the message sequence between the client server and the gateway. Therefore, an interface is implemented to enable communication with the host server. In order to verify the performance of the proposed prototype, we set up a virtual environment to collect data from the server and perform a data collection evaluation. As a result, it was confirmed that the proposed framework can contribute to energy optimization and improvement of operational efficiency when applied to biomass plants.

Field Applicability of Augmented Reality Technology by Marker Mapping for Construction Project (Focused on Measurement Process of Rebar Work) (마커방식 증강현실기법의 건설현장 적용성 연구 (철근배근 검측업무 사례적용))

  • Kim, SunYoung;Kim, HyeonSeung;Moon, HyounSeok;Kang, LeenSeok
    • KSCE Journal of Civil and Environmental Engineering Research
    • /
    • v.33 no.6
    • /
    • pp.2509-2518
    • /
    • 2013
  • Augmented reality (AR) technology visualizes a real type object that cannot simulate in virtual reality technology by overlapping a virtual object and real object in a computer system. This study suggests a methodology and prototype system for applying AR system to rebar distribution work in a civil engineering project. Rebar work in civil engineering project is a representative activity that is progressed by empirical approach of skilled labor rather than formalized manual. AR technology improves the constructability of rebar work because AR tool can identify missing rebars and different rebars comparing with the drawings. AR system developed in this study can enhance the understanding of rebar work using 3D modeling with real image of construction site and save construction cost by reducing reconstruction work.

A Research on Expandability of Cultural Assets Restoration Blend using Virtual Reality (가상현실을 통한 문화재복원 융합 확장성 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
    • /
    • v.13 no.8
    • /
    • pp.465-472
    • /
    • 2015
  • The virtual reality technology is currently used classifying functional types such as the observation operation type, the experimental activity type, the learning information type, the field problem-solving type, and other different types, based on the media's characteristics implementing 3D form of multi-sensory information. Using Virtual Reality, the restoration of the 'Doksu Palace' has been grafted onto J. Keller's ARCS model, suggesting a field restoration concept that reenacts the lives of the people that had been in the field with the cultural heritage and history based on a scenario based scene direction. This paper also summarizes 3 different types of implementation of the field restoration assorting multi-scene direction. Certain limitations exist, due to the fact that a completed prototype hasn't been suggested and that a detailed notion of the housing and 3D audio connection has been omitted.

A Study on Design and Development of a VR-Tangible Interaction Therapy System for Autism Children (VR-Tangible Interaction을 이용한 발달장애 아동의 치료 시스템 디자인 개발 연구)

  • Lee, Hyun-Jin;Suh, Dong-Soo;Choi, Min-Young
    • Archives of design research
    • /
    • v.20 no.3 s.71
    • /
    • pp.215-224
    • /
    • 2007
  • A VR-Tangible Interaction therapy system for autistic children has been designed and implemented. The purpose of this system is to provide a virtual interactive experience for autistic children to check their performances in various tasks and to provide them with the effect of a medical treatment. An interdisciplinary study was deployed by a group of designers, doctors, psychologists and engineers. 14 interaction scenarios were designed and developed. Scenarios include such tasks as to guess a person's feeling by watching his facial expressions, to choose what a person is gazing at, and to pop virtual balloons with a stick. A prototype system was developed and a pilot study made with 11 autistic children. The test showed that autistic children easily understood and enjoyed the virtual environment, and promising theraphy results were also found.

  • PDF