• Title/Summary/Keyword: digital human simulation

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Establishing the Framework of Industry Metaverse based on Digital Twin through Case Studies (디지털트윈 기반의 인더스트리 메타버스 : 사례분석을 통한 프레임워크의 정립)

  • Yang, Kyung Ran;Yoon, Sung Chul;Park, Soo Kyung;Lee, Bong Gyou
    • Journal of Korea Multimedia Society
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    • v.25 no.8
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    • pp.1122-1135
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    • 2022
  • With the development of digital technology and the influence of the global pandemic, the metaverse, a three-dimensional virtual world, is receiving attention in society, economy and overall industry, and the manufacturing industry is also accepting it as a major strategic agenda for digital transformation. Therefore, in this study, the concept of the industry metaverse from the perspective of the manufacturing industry was defined, and the types of the industry metaverse were classified into four types by reflecting the characteristics of the manufacturing industry based on the general metaverse scenario presented in previous studies. These are Virtual behavior simulation, Augmented operation of business objects and Virtual experience simulation, Augmented decision of business subjects. In addition, through case analysis of solutions used in the manufacturing industry, it was confirmed that the central technology of the Industry Metaverse is the digital twin, and that it is being implemented by convergence with major digital technologies such as virtual reality, augmented reality, digital human, and AI. This study will be able to provide guidelines for future research on the metaverse from the perspective of the manufacturing industry and establishment of a digital transformation strategy for the industry.

Computerized Human Body Modeling and Work Motion-capturing in a 3-D Virtual Clothing Simulation System for Painting Work Clothes Development

  • Park, Gin Ah
    • Journal of Fashion Business
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    • v.19 no.3
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    • pp.130-143
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    • 2015
  • By studying 3-D virtual human modeling, motion-capturing and clothing simulation for easier and safer work clothes development, this research aimed (1) to categorize heavy manufacturing work motions; (2) to generate a 3-D virtual male model and establish painting work motions within a 3-D virtual clothing simulation system through computerized body scanning and motion-capturing; and finally (3) to suggest simulated clothing images of painting work clothes developed based on virtual male avatar body measurements by implementing the work motions defined in the 3-D virtual clothing simulation system. For this, a male subject's body was 3-D scanned and also directly measured. The procedures to edit a 3-D virtual model required the total body shape to be 3-D scanned into a digital format, which was revised using 3-D Studio MAX and Maya rendering tools. In addition, heavy industry workers' work motions were observed and recorded by video camera at manufacturing sites and analyzed to categorize the painting work motions. This analysis resulted in 4 categories of motions: standing, bending, kneeling and walking. Besides, each work motion category was divided into more detailed motions according to sub-work posture factors: arm angle, arm direction, elbow bending angle, waist bending angle, waist bending direction and knee bending angle. Finally, the implementation of the painting work motions within the 3-D clothing simulation system presented the virtual painting work clothes images simulated in a dynamic mode.

A Study on Simulation tracking analysis for Spatial configuration analysis (공간구조분석을 위한 시뮬레이션 추적 분석에 관한 연구)

  • Park, Jong-Hyun;Lee, Jong-Ruyl
    • Journal of The Korean Digital Architecture Interior Association
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    • v.9 no.3
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    • pp.95-102
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    • 2009
  • An architectural space can be considered a life form that interconnects a number of architectural elements such as the humans who live in it. It is difficult to understand and evaluate the complexity of the interrelation between each element, but there have been various attempts to understand and evaluate this architectural space. The Space Syntax that emerged in 1980s has been studied and used more frequently than other methods. Space Syntax is the space analysis tool that analyzes the physical structure of space and represents it as a graph. Space syntax enables its various applications in space analysis by quantifying each spatial property of a whole structure, analyzing it systemically and objectively based on mathematical logic, and representing the results as a quantitative value. Integration of Space Syntax, a widely used index, reflects human behavior in spatial configuration. Meanwhile, there have been various studies in the field of architectural environmental psychology about the relationships between space and human behavior by applying behavioral science to architectural plan. One of the most widely used one is spatial behavior simulation which uses models and simulates the behavioral characteristics to anticipate practical situations and investigate the behavior related spatial problems. In this study, which focuses on the accessibility of the space syntax model, the usefulness of space will be analyzed through the simulation of human behavior that moves through each space. Furthermore, the validity of index will be verified by displaying several examples and compared with integration in space syntax, which represents the usefulness of space.

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A Study on Behavioral Model and Spatial Configuration Analysis model in the Architectural Space (건축공간의 행동모델과 공간구조 분석모델에 관한 연구)

  • Lee, Jong-Ruyl
    • Journal of The Korean Digital Architecture Interior Association
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    • v.12 no.2
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    • pp.61-66
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    • 2012
  • In space syntax, the mathmatical process to get a integration could be restrictive in understanding spatial configuration since it is based on only one behavior model. In this study, As another approach to spatial configuration analysis based on behavioral model, there is the simulation tracking analysis model that simulates the movements of human in the space and analyze them. In this study, the relationship between integration and behavioral model will be defined and the similarities and the differences between space syntax and the simulation tracking analysis model will be demonstrated. Furthermore, these two analysis models will be understood as a variety of tools that can analyze an object in multiple viewpoints.

A Study on the Interrelationship Between the Unconscious and Digital Images

  • Choi, Won-Ho
    • Journal of information and communication convergence engineering
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    • v.8 no.6
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    • pp.725-728
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    • 2010
  • The subject collects information and constructs the outside world mainly through the sense of sight, though he cannot help but always see things from the viewpoint of the self-aware ego. While we are able to access the unconscious of which the latent desire is reflected in involuntary images and dream images, the substance of desire cannot be easily accessed due to the censorship of the ego and the super-ego, which makes images of the unconscious nonlinear, and allows us to pursue fantasies for pleasure. The original human desire to record and express visual objects has come true with technological fulfillments, and furthermore, digital technology has realized visual pleasure and desire, through simulation. The images that the unconscious produces and the images that digital technology produces are a visualization of objects by the subject's desire, and the subject realizes his pleasure through a visual fantasy. This study, based on the mechanism of the unconscious and the formal stamps of digital images, explores the interrelationship between the unconscious and digital images, both of which seek pleasure and desire.

Top-down Behavior Planning for Real-life Simulation

  • Wei, Song;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Multimedia Society
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    • v.10 no.12
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    • pp.1714-1725
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    • 2007
  • This paper describes a top-down behavior planning framework in a simulation game from personality to real life action selection. The combined behavior creating system is formed by five levels of specification, which are personality definition, motivation extraction, emotion generation, decision making and action execution. Along with the data flowing process in our designed framework, NPC selects actions autonomously to adapt to the dynamic environment information resulting from active agents and human players. Furthermore, we illuminate applying Gaussian probabilistic distribution to realize character's behavior changeability like human performance. To elucidate the mechanism of the framework, we situated it in a restaurant simulation game.

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The Issue of Treating Information by Digital Media in Contemporary Design (현대디자인에 있어서 디지털 미디어에 의한 정보처리의 문제)

  • 박기웅
    • Archives of design research
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    • v.15 no.3
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    • pp.201-212
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    • 2002
  • This thesis is to study about The Issue of Treating Information, according to the circumstance of Digital Media in Contemporary Design. The Digital Design is being able to be organized by developed Science and Technology. Ultra fashionable mode of digital design is leading human life more comfortable and serviceable: and proceeded by technology aheaded by science Developed Computer will help the Space science and virtual reality. and They will lead more developed industrial culture. The design is influencing international society and economic circumstance, and it's making the changedness of product and commercial route. virtual reality and simulation made by developed science is resulting in new design revolution in our society. Especially, it is able to make more bigger result in image breaking and reassimilation. The technology of developed information treating infra is able to transmit & receive a message, which are beyond our sensual boundary and is the meaning of the human-being's progressive development of science culture. Developed information treating methodology made by technology and science of restoration will be Neo-reality for artists and are the cause of great changedness in 21st century's art & design.

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A study of simulation in Cindy Sherman's image in body and violence (신디셔먼(Cindy Sherman)의 이미지에 나타난 시뮬라시옹 분석-신체와 폭력을 중심으로)

  • Lee, Ho-Young
    • Cartoon and Animation Studies
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    • s.20
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    • pp.121-139
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    • 2010
  • As a society gets digitalized, world of simulation will expand. The world of simulation is a forced, human-making world where we are going on our lives. It is power that dominates human beings. It is a main discourse producing forces. We are using violence to ourselves to escape this forcing phenomenon. Cindy Sherman is being paid attention as an artist who expresses physical human being in the world of simulation - human who desires something, is sacrificed by violence and is using violence to himself. She is casting a question about the violence of power in the world - who are you right now in the border between the real world and the fake one? - Her method is by various symbols: masks and makeup in her works, human desires and violent realities in symbolic packages. Only when we see the world as flesh, that is a specific body, not as separated organs, can this world be something we can feel. This world is something simulacre and at the same time is bearing violence in it. She sacrifices herself to violence to avoid the very violence. This behavior is to refine or avoid gigantic violence. She is saying that the others' pains, birth and death of flowers are not only theirs but also ours.

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Digital Watermarking Using Adaptive Quantization (적응 양자화를 이용한 디지털 워터마킹)

  • 황희근;이동규;이두수
    • Proceedings of the IEEK Conference
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    • 2001.06d
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    • pp.187-190
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    • 2001
  • In this paper, we present a novel digital watermarking technique based on the concept of multiresolution decomposition and Human Visual System(HVS). Proposed watermarking is to embed watermark by quantization, that is to construct ‘perceptually lossless’quantization matrix, by using a quantization factor for each level and orientation and variance within a band. We compare our approach with another wavelet domain watermarking methods. Simulation results show the superior performance of robustness for variety image distortions.

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