• Title/Summary/Keyword: Virtual prototype

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Men's Work Clothes Jumper Pattern-making and Its Appearance Evaluation through 3-D Clothing Simulation (3차원 가상착의 시뮬레이션을 이용한 20~50대 연령별 남성 작업복 점퍼 패턴 설계 및 외관평가)

  • Park, Gin-Ah;Lee, Woo-Kyoung
    • Journal of Fashion Business
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    • v.16 no.1
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    • pp.103-120
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    • 2012
  • The study aimed to evaluate the appearance of the men's work clothes jumpers developed to suggest the prototype work clothes jumper patterns by using the 3-D clothing simulation technology. The 3-D simulated clothing images considered the upper body features of men in the age range between 20 and 59 in South Korea. A questionnaire survey conducted previously suggested a basic jumper style with shirt collar and snap opening cuffs for the heavy industry workers; and discomforting parts of the work clothes jumper of the subject workers have been referred to for the experimental jumper appearance test. Besides, defining the measurements of men's upper bodies enabled to generate the men's 3-D virtual models representing each age group's average body feature. The significant body measurement factors for men's 3-D body modeling and jumper pattern-making were stature for the height factor; chest, waist and hip circumferences for the circumference factor; waist back, hip and arm lengths and interscye front/back for the length factor; and back neck breadth for the breadth factor and armscye and scye depths for the depth factor. The men's body measurements of 30's were implemented to three experimental jumper pattern-making methods, i.e. the 1st method using the relations based on stature and chest circumference; the 2nd method using the direct body measurements; and the 3rd method adopting the maximum ease amount of given body measurements whether relations or direct measurements except the direct measurement of scye depth. A comparison among the three experimental jumpers' simulated images highlighted that the appropriate ease amount of the jumper gained higher scores in terms of the jumpers' front, side, back and sleeve parts and the total silhouettes. Therefore the 3rd experimental jumper was finally selected for the heavy industry workers.

Study on Vehicle Haptic-Seat for the Driving Information Transfer to Driver for the Elderly (고령운전자 운전정보전달을 위한 차량용 햅틱시트 연구)

  • Oh, S.Y.;Kim, K.T.;Yu, C.H.;Kwon, T.K.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.8 no.3
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    • pp.151-160
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    • 2014
  • In this study, the effect of the automotive haptic-seat technology which can transmit the driving information by the vibro-stimulus from the seat was investigated to overcome previous system's limitation relied on the visual and audial method and to help handicap driving. A prototype haptic seat cover with 30 coin-type motors and driver module were developed for this sake. In an experiment of seat vibration stimulation being performed under virtual driving situation by targeting the elderly aged over 65 years old, average score of test subjects for total vibration recognition was 3.5/4 points and recognition rate of 87.5% was represented. In addition, a result that all the test subjects totally recognized overspeed warning signal of 4 times was represented. As a result of statistical analysis for vibration recognition score by each group depending on TMT score, a significant difference was not found and a result that tactile function of which vibration is recognized even by the aged whose visual, perceptional function is declined showed an equal ability was obtained.. In this study it was shown that the seat vibration stimulus could be used to transfer the old drivers' information while driving.

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End-mill Modeling and Manufacturing Methodology via Cutting simulation (Cutting simulation을 이용한 End-milling cutter의 모델링 및 제작에 관한 연구)

  • Kim J.H.;Park S.J.;Kim J.H.;Park J.W.;Ko T.J.;Kim H.S.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2005.10a
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    • pp.456-463
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    • 2005
  • This paper describes a design process of end-milling cutters: solid model of the designed cutter is constructed along with computation of cutter geometry, and the wheel geometry as well as wheel positioning data fur fabricating end-mills with required cutter geometry is calculated. In the process, the main idea is to use the cutting simulation method by which the machined shape of an end-milling cutter is obtained via Boolean operation between a given grinding wheel and a cylindrical workpiece (raw stock). Major design parameters of a cutter such as rake angle, inner radius can be verified by interrogating the section profile of its solid model. We studied relations between various dimensional parameters and proposed an iterative approach to obtain the required geometry of a grinding wheel and the CL data fer machining an end-milling cutter satisfying the design parameters. This research has been implemented on a commercial CAD system by use of the API function programming, and is currently used by a tool maker in Korea. It can eliminate producing a physical prototype during the design stage, and it can be used fur virtual cutting test and analysis as well.

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Study of Implementation as Digital Twin Framework for Vertical Smart Farm (식물공장 적용 디지털 트윈 프레임워크 설계 연구)

  • Ko, Tae Hwan;Noe, Seok Bong;Noh, Dong Hee;Choi, Ju Hwan;Lim, Tae Beom
    • Journal of Broadcast Engineering
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    • v.26 no.4
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    • pp.377-389
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    • 2021
  • This paper presents a framework design of a digital twin system for a vertical smart farm. In this paper, a framework of digital twin systems establishes three factors: 1) Client 2) IoT gateway, and 3) Server. Especially, IoT gateway was developed using the Eclipse Ditto, which has been commonly used as the standard open hardware platform for digital twin. In particular, each factor is communicating with the client, IoT gateway, and server by defining the message sequence such as initialization and data transmission. In this paper, we describe the digital twin technology trend and major platform. The proposed design has been tested in a testbed of the lab-scale vertical smart-farm. The sensor data is received from 1 Jan to 31 Dec 2020. In this paper, a prototype digital twin system that collects environment and control data through a raspberry pi in a plant factory and visualizes it in a virtual environment was developed.

The Problem of Pure Language in Walter Benjamin's "The Task of the Translator" from the Perspectives of Paul De Man, Gilles Deleuze, and Jorge Luis Borges (벤야민의 「번역가의 과제」와 폴 드만, 들뢰즈, 보르헤스)

  • Kim, Jiyoung
    • Cross-Cultural Studies
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    • v.33
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    • pp.309-330
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    • 2013
  • This paper explores the concept of pure language introduced in Walter Benjamin's "The Task of the Translator" and looks at various perspectives on this concept represented in theories of Paul De Man and Gilles Deleuze and a short story of Jorge Luis Borges. According to "The Task of the Translator," pure language is defined as a vessel of which fragments are the original and the translation. Just as fragments are part of a vessel, so the original and the translation are fragments of a greater language, which is pure language. On the other hand, De Man, from a deconstructive criticism, says that pure language does not exist except as a permanent disjunction, which inhabits all languages as such, and that any work is totally fragmented in relation to this pure language and every translation is totally fragmented in relation to the original. While De Man consider pure language incorporeal, Deleuzian interpretation regards it as a virtual object or differenciator in relation to which the two series of the original and the translation coexist and resonate. Finally in Borges's "Pierre Menard, Author of the Quixote" Menard attempt to translate Cervantes's Don Quixote identically in every detail. By showing a case in which the original and the translation are the same, Borges raises a question what would take place in relation to pure language if the original and the translation were identical. In Deleuze, identity and resemblance are the result of a differenciator, but in Borges, identity is a differenciator which produces differences. If we apply this logic to the last paragraph of "The Task of the Translator," we can say the interlinear version of Scriptures, as the prototype or ideal of all translation, in the form of which the original and the translation must be one, is a differenciator, an endless difference-making machine.

Position Tracking Method in Construction field using IT Technology (IT기술을 이용한 건설현장 내 위치관제 기법)

  • Kim, Hyun-soo;Do, Seoung-bok;Choi, Hyun-young;Jang, Young-gu;Jeon, Heung-su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.475-478
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    • 2014
  • This paper proposed the position tracking and recognition method of workers and cars in construction field. The reason why the position of workers and cars has to be tracked is to prevent the safety accident, emergency rescue, and theft of building materials by unauthorized people and car, etc. To realize the tracking, it needs to adopt the Information Telecommunication technology to the construction field as an integrated support system. In this paper, we proposed the continuous positioning tracking algorithm for workers and moving cars using the selected wireless communication network. And we proposed the virtual gateway method to detect the entrance status of moving workers and cars. All of these proposed methods are evaluated in real construction field using the prototype of support system made by ourselves.

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Design and Development of XR Contents Authoring Framework for IT Convergence Education (융합영상콘텐츠 교육을 위한 XR 콘텐츠저작 프레임워크 설계 및 제작)

  • Leem, Eek-Su
    • Journal of Advanced Navigation Technology
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    • v.24 no.6
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    • pp.633-639
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    • 2020
  • Despite the growing educational demand for the extended reality (XR) convergence content creation for non-IT students, fewer studies have attempted to education material development. In this paper, non-IT students' requirement to create XR convergence contents was analyzed and designed framework system specification. The object-oriented application framework (OOAF) was developed for non-IT students to create XR convergence contents through simple interaction methods such as drag and drop in-game engines. To evaluate the developed framework XR contents development course was operated with 26 industrial design majors sophomore in university. More than 90% of students succeeded in working on prototype XR contents in Oculus Rift. This result will be expected to improve the quality of XR contents creation education for non-IT students and contribute to the growth of the future convergence contents industry.

A study on metaverse of China's Dunhuang Frescoes through COSPACES EDU (COSPACES EDU를 통한 중국 둔황 원시벽화 메타버스 연구)

  • Liu, Bo-Ya;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.463-470
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    • 2021
  • Due to natural and human factors, dunhuang frescoes in China have gradually degenerated. China has conducted digital transformation of frescoes since 1990. However, it requires expensive research costs. Most of the visitors passively accept transformation contents and lack subjective participation. The paper focuses on produces a prototype of Dunhuang frescoes on the CoSpaces EDU. It was implemented as a metaverse through procedures such as transforming the cave into 3D, mapping images to the cave model and developing CoBlocks. The research puts forward a more specific methodology without expensive costs of development. The paper makes it easier to realize the immersive and interactive virtual Dunhuang frescoes world, to improve the tourism contents and educational effect. This research carries on the statistics to the product result which develops according to the user experience of 100 different ages, has obtained the good feedback. The research results need to be improved is to strengthen the processing of graphic details. Therefore, Optimization and improvement of the result will be carried out in the future research.

BPFast: An eBPF/XDP-Based High-Performance Packet Payload Inspection System for Cloud Environments (BPFast: 클라우드 환경을 위한 eBPF/XDP 기반 고속 네트워크 패킷 페이로드 검사 시스템)

  • You, Myoung-sung;Kim, Jin-woo;Shin, Seung-won;Park, Tae-june
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.32 no.2
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    • pp.213-225
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    • 2022
  • Containerization, a lightweight virtualization technology, enables agile deployments of enterprise-scale microservices in modern cloud environments. However, containerization also opens a new window for adversaries who aim to disrupt the cloud environments. Since microservices are composed of multiple containers connected through a virtual network, a single compromised container can carry out network-level attacks to hijack its neighboring containers. While existing solutions protect containers against such attacks by using network access controls, they still have severe limitations in terms of performance. More specifically, they significantly degrade network performance when processing packet payloads for L7 access controls (e.g., HTTP). To address this problem, we present BPFast, an eBPF/XDP-based payload inspection system for containers. BPFast inspects headers and payloads of packets at a kernel-level without any user-level components. We evaluate a prototype of BPFast on a Kubernetes environment. Our results show that BPFast outperforms state-of-the-art solutions by up to 7x in network latency and throughput.

Analysis of Education Gap after Covid-19 Using Systems Thinking (시스템 사고를 활용한 Covid-19 이후 교육격차 분석)

  • Kyung-Do, Suh;Jung-il Choi;Pan-Am Choi;Jaerim Jung
    • Journal of Industrial Convergence
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    • v.22 no.5
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    • pp.39-48
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    • 2024
  • Due to COVID-19, much research has been conducted on learning loss and educational gaps due to the postponement of the start of school and prolonged online distance learning, and most of the research has focused on the phenomenon of educational gaps. If a pandemic situation like this occurs in the future, fundamental policies are needed to resolve the educational gap. A fundamental solution requires not only an understanding of the educational gap phenomenon, but also the structure behind the phenomenon. Therefore, from a structuralist perspective, this study sought to model the educational gap caused by COVID-19 as a prototype of systems thinking and identify its structure. In addition, we looked at the unintended consequences resulting from policies aimed at resolving existing educational gaps. In order to respond to similar disaster situations in the future, policies for resolving the digital gap, support for basic academic skills, quality improvement for distance learning, and self-directed learning were discussed based on the structure of this study.