• Title/Summary/Keyword: virtual production

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Virtual Factory 시스템 구현을 위한 사용자 중심의 Sub-system 및 Interface 설계 연구

  • 이동길;양선모;여동한;박종성;이순요
    • Proceedings of the ESK Conference
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    • 1996.04a
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    • pp.151-151
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    • 1996
  • 컴퓨터 기술의 급격한 발전은 현실세계의 각종 현장을 컴퓨터 가상공간 내에서 시험할 수 있도록 하고 있다. 최근들어급격한 발전이 이루어지고 있는 가상현실(Virtual Reality) 기술과 인간의 감성을 중시한 감성공학적 접근방법 론의 활용은 그 적용범위가 점차 확대되어 가고 있는 상황으로, 제조기업에서 사용되고 있는 통합생산 정보시스템 (Computer Integrated Manufacturing)과의 접목으로 가상공장(Virtual Factory) 시스템을 구현할 수가 있다. 가상공장시스 템은 제조기업의 Businiss를 Design & Engineering, Production Planning & Control, Manufacturing의 3가지 프로세스로 분류한다. 그리고 각 프로세스별로 현재의 CIM시스템에 대한 하부시스템을 검토하고, 인간 중심의 가상기업시스템을 구현 하는데 보완이 되어야 할 사항과 이에 대한 해결 대안으로 Design & Engineering Process에서는 Virtual Engineering(VE) Sub-system, Manufacturing Process에서는 Virtual Manufacturing(VM) Sub-system으로 분류하여 각 Sub-system별 구성모듈을 설계하고 상호간의 Interface 사항을 설계하므로서 가상공장시스템 구현을 위한 기본 요구사항과 조건을 제시하고자 한다.

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Development of the Educational V-Factory system combining Virtual Reality (가상현실을 접목한 교육용 V-Factory 시스템 개발)

  • Seo, Kyeong-Jun;Yun, Jung-Ho;Nam, Ki-Seon;Kim, Sung-Gaun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.4
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    • pp.617-622
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    • 2018
  • In industries such as automobiles and semiconductors, a lot of components are produced using PLCs based on an automatic production system. Therefore, an educational platform is needed to provide training in the use of PLCs in the industrial sites. Conventional educational systems, in which PLCs are employed to control sensors and actuators, have been continuously developed. However, these systems present their circuits only in 2D on the screen, which makes it difficult to understand them during the learning process. To overcome these disadvantages, we propose an educational V-Factory system capable of providing PLC training using virtual reality. In addition, thousands of sensors and actuators can be controlled by the V-Factory system through the proposed virtual I/O driver. The motion of the automatic production system can be visualized using virtual reality.

A Study on Production Pipeline for Third Person Virtual Reality Contents Based on Hand Interface (손 인터페이스 기반 3인칭 가상현실 콘텐츠 제작 공정에 관한 연구)

  • Jeon, Changyu;Kim, Mingyu;Lee, Jiwon;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.9-17
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    • 2017
  • This study proposes a third-person virtual reality content production pipeline to provide users with a new experience and presence in a new virtual reality environment. For this purpose, we first create third-person virtual reality content, which includes a story, fun factors, and game characteristic. It consists of a tutorial scene in which a user can pre-learn the proposed interface suitable for a third person different from existing virtual reality content and a content scene that achieves its purpose by using game factors based on the background story. Next, we design an interface suitable for the third-person virtual reality content. This study proposes an interface in which users can interact with a virtual environment or object by using their hand. The proposed interface consists of three steps: character movement, virtual object selection with multiple selection, and 3D menu control using virtual space. Finally, through the survey experiment, third-person virtual reality content produced based on the proposed interface was confirmed to be easily controlled while ensuring high satisfaction.

The Integrated Design and Analysis of Manufacturing Lines (I) - an Automated Modeling & Simulation System for Digital Virtual Manufacturing (제조라인 통합 설계 및 분석(I) - 디지털 가상생산 기술 적용을 위한 모델링 & 시뮬레이션 자동화 시스템)

  • Choi, SangSu;Hyeon, Jeongho;Jang, Yong;Lee, Bumgee;Park, Yangho;Kang, HyoungSeok;Jun, Chanmo;Jung, Jinwoo;Noh, Sang Do
    • Korean Journal of Computational Design and Engineering
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    • v.19 no.2
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    • pp.138-147
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    • 2014
  • In manufacturing companies, different types of production have been developed based on diverse production strategies and differentiated technologies. The production systems have become smart, factories are filled with unmanned manufacturing lines, and sustainable manufacturing technologies are under development. Nowadays, the digital manufacturing technology is being adopted and used in manufacturing industries. When this technology is applied, a lot of efforts, time and cost are required and training professionals in-house is limited. In this paper, we introduce e-FEED system (electronic based Front End Engineering and Design) that is the integrated design and analysis system for optimized manufacturing line development on virtual environment. This system provides the functions that can be designed easily using library and template based on standardized modules and analyzed automatically the logistic and capacity simulation by one-click and verified the result using visual reports. Also, we can review the factory layout using automatically created 3D virtual factory and increase the knowledge reuse by e-FEED system.

Development of Part Sales Agent Coupled with Virtual Manufacturing in Internet Environment (인터넷상의 가상생산 기반 부품판매 에이전트 개발)

  • Choi, Hyung-Rim;Kim, Hyun-Soo;Park, Young-Jae;Park, Byoung-Joo;Lee, Kyoung-Jun
    • Asia pacific journal of information systems
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    • v.12 no.4
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    • pp.193-213
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    • 2002
  • The sales activity of most of small manufacturing companies is based on orders of buyers. The process of promotion, negotiation, receipt and selection of orders of the manufacturers is closely coupled with the load status of the production lines. The decision on whether to accept an order or not, or the selection of optimal order set among excessive orders is entirely dependent on the schedule of production lines. However, in the real world, since the production scheduling activity is mainly performed by human experts, most of small manufacturers are suffer from being unable to meet due dates, lack of rapid decision on the acceptance of new order. Recently, Internet based Electronic Commerce is recognized as one of the alternatives for strengthening sales power of small and medium companies. However, small and medium manufacturers can't adjust properly to the new environment because they are in short of money, personnel, and technology. To cope with this problem, this paper deals with development of part sales agent coupled with virtual manufacturing in Internet environment that consist of selection agent, advertisement agent, selection agent, negotiation agent, and virtual manufacturing system. This paper develops a time-bounded negotiation mechanism for small and medium manufacturers in agent-based automated negotiation between customers and negotiation agents. Furthermore, to select optimal order set maximized profit, we first formulate the order selection problem with mixed integer programming, but the computation time of IP is not acceptable for real world scale problem. To overcome this problem and dynamic nature of virtual manufacturing, we suggest a genetic algorithm approach, which shows a reasonable computation time for real world case and good incremental problem solving capability.

CG image product system by virtual control of simulator camera (시뮬레이터 카메라 가상제어형 VFX 영상제작시스템)

  • Du, Yi-chen;Dong, Xiao;Ko, Jae-Hyuk
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.195-200
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    • 2017
  • The purpose of this study is to provide a virtual CG - based image production system for a simulator camera. The video production system proposed in this study is designed to synchronize the virtual camera of the graphic tool with the simulator camera at the shooting site and the CG application image editing, And can be easily and easily performed through a graphic tool by being controlled virtually through a control interface. Blaze Knights, an animation created by Dongseo University, was used to illustrate the superiority of the research results by comparing the progress and the amount of work before and after the application of the system. According to the results of the research, the CG artist's work efficiency is increased, while the physical constraint is minimized when the scene of the CG application image is minimized. It is possible to produce various scenes and minimize the re- We expect the contribution to the industry to be high.

Comparison of online video(OTT) content production technology based on artificial intelligence customized recommendation service (인공지능 맞춤 추천서비스 기반 온라인 동영상(OTT) 콘텐츠 제작 기술 비교)

  • CHUN, Sanghun;SHIN, Seoung-Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.3
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    • pp.99-105
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    • 2021
  • In addition to the OTT video production service represented by Nexflix and YouTube, a personalized recommendation system for content with artificial intelligence has become common. YouTube's personalized recommendation service system consists of two neural networks, one neural network consisting of a recommendation candidate generation model and the other consisting of a ranking network. Netflix's video recommendation system consists of two data classification systems, divided into content-based filtering and collaborative filtering. As the online platform-led content production is activated by the Corona Pandemic, the field of virtual influencers using artificial intelligence is emerging. Virtual influencers are produced with GAN (Generative Adversarial Networks) artificial intelligence, and are unsupervised learning algorithms in which two opposing systems compete with each other. This study also researched the possibility of developing AI platform based on individual recommendation and virtual influencer (metabus) as a core content of OTT in the future.

Reproduction of 3D Virtual Wear of Sleeve-expanded Power Shoulder Jacket (소매확장 파워숄더 재킷의 3D 가상착의 재현)

  • Jeongah Park;Jeongran Lee
    • Fashion & Textile Research Journal
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    • v.25 no.5
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    • pp.593-602
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    • 2023
  • This study aimed to facilitate the use of virtual technologies such as sewing, appearance, and material expression in 3D virtual wear programs. For product production and education, we expounded how to express the shoulder shape and silhouette of sleeve-expanded power shoulder jackets. Two designs of sleeve-expanded power shoulder jackets were selected, and virtual jackets were produced using a virtual avatar based on the body dimensions of female subjects in their 20s. The essential purpose of a 3D virtual power shoulder jacket is to express the shoulder angle rise and shoulder width, which are much wider than the avatar's shoulder. Therefore, the virtual pad values were adjusted for the collision and rendering of each thickness. In addition, the position and angle of the virtual pads were controlled through simulation. Appearance similarity was evaluated using photographic data and the virtual jackets. For the set-in sleeve virtual power shoulder jacket, the wrinkle expressions of the torso and sleeve were rated as moderate, and material expression was slightly insufficient. The similarity of some ease and width items of the torso was tightly expressed, and the overall appearance, positions of lines, and details of jackets were rated high, especially at the neck and sleeve shapes. In the case of the kimono virtual power shoulder jacket, the expressions of the torso wrinkles and buttons were slightly lower; however, the overall similarity, basic lines, ease, shoulder and neck details, and material expression of the virtual jackets were highly evaluated.

A Comparison on Clothing Appearance of 2D Flat Sketch, 3D Virtual Clothing and Real Clothing -Based on the Evaluation of Chinese in Their 20s and 30s- (의복의 2D 도식화, 3D 가상착의, 실제착의 외관 평가 비교 -20~30대 중국인 평가를 중심으로-)

  • Wang, Xueying;Kwon, Chae-Ryung;Kim, Dong-Eun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.2
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    • pp.193-208
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    • 2020
  • This study investigated similarities and differences between 2D flat sketch, 3D virtual clothing and real clothing images. Flat sketch, 3D virtual clothing, and real clothing images of T-shirts and dresses were made. Questionnaires were prepared for fit evaluation, sensory evaluation, and location evaluation. A survey of 440 questionnaires was collected from Chinese women in their 20s and 30s. As results of the sensibility evaluation, 3D virtual clothing expressed real clothing images slightly more similar than a 2D flat sketch. As results of the fit evaluation of the dresses, 2D flat sketch and 3D virtual clothing were rated as slightly longer/wider, and real clothing images were rated as slightly shorter/narrower. The results suggested that presenting 3D images with avatars as 3D virtual clothing images will provide more accurate fit evaluation results. This study presented possibilities and methods for apparel companies to utilize 3D system as an effective apparel production tool.

Development of a 3D Virtual Costume Using Geometric Formativeness (기하학적 조형성을 이용한 3D 가상의상 개발)

  • Xu Yi;Minji Kim
    • Journal of Fashion Business
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    • v.27 no.3
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    • pp.115-131
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    • 2023
  • The revolution of digital fashion continues along with the development of technology. In particular, after COVID-19, fashion design development, exhibitions, and fashion shows using the metaverse space are being actively developed. In particular, as research on 3D virtual costumes becomes active, creative ideas are needed to develop creative virtual costumes. The purpose of this study is to examine the geometric formative characteristics of constructivism in art and fashion design and to develop 3D virtual works using them. Geometric form is a logical and rational basic form that includes the order of nature as an artistic material that has been constantly studied along with the creation of mankind a long time ago, and it has become a motif of many artworks and fashion. In this paper, we studied the application of the costume design of geometric shapes according to the 3D Clo, virtual-wear production software, and understood the effect of the combination of geometric shapes on costume styling. As the formative characteristics of constructivist art, three types of overlap, asymmetry, and simplicity were derived, and the geometric form was visually simple, clear, and concise. The first work produced virtual costumes that reflected the overlapping elements of constructivism. The second costume was produced by reflecting the asymmetric formative characteristics of constructivism. The third costume was a jacket that applied the simplicity of constructivist art.