• 제목/요약/키워드: virtual products

검색결과 301건 처리시간 0.023초

The Virtual Reality in Fossil Power Plant Operator Training Simulator

  • Ma, Sam-Sun;Park, Jin-Ho;Oh, Seog-Chan
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 1999년도 추계학술대회 논문집
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    • pp.197-200
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    • 1999
  • In these days many large scale plants are attempting to use the Virtual Reality technology in the process analysis. Their goal is to reduce the development time by more effective information management as Simultaneous Engineering point of view, and by connecting the CAD datum and all kinds of products information. Generally, it is taken for granted that when a plant is equipped with a Virtual Reality technology, they are able to review the design and analyze the engineering performance of the product before actually building it, so that their goal to reduce costs and enhance the initial quality can be achieved. [1][2] In this paper we will look into the application the virtual reality technology Hadong fossil power plant. And we will also define the concepts of virtual plant by summarizing requirements and thoughts from the people who are in working in the actual site.

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이미지 기반 가상 착용 이미지 합성 기술 동향 (A Survey of Image-based Virtual Try-on Technology)

  • 박순찬;박진아;박지영
    • 전자통신동향분석
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    • 제39권3호
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    • pp.107-115
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    • 2024
  • Image synthesis has been remarkably developed in the computer vision domain and various researches have been proposed to generate realistic and high-resolution images. In particular, image-based virtual try-on is an application in fashion domain to simulate wearing clothes. Specifically, using input images of a fashion model and products, an realistic image of the model wearing the provided garments is synthesized. In this paper, we present a comprehensive review of technical trends in image-based virtual try-on technology. We first introduce relevant datasets and discuss their characteristics. Then, we categorize existing image synthesis methods into three main streams: warping-based methods, encoding-decoding-based methods, and diffusion-based methods. Finally, we explore other important research issues in the field of virtual try-on and analyze related researches aimed to tackling those challenges.

Research on the Application of Digital Human Production Based on Photoscan Realistic Head 3D Scanning and Unreal Engine MetaHuman Technology in the Metaverse

  • Pan, Yang;Kim, KiHong;Lee, JuneSok;Sang, YuanZi;Cheon, JiIn
    • International journal of advanced smart convergence
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    • 제11권3호
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    • pp.102-118
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    • 2022
  • With the development of digital content software production technology and the technological progress of related hardware, the social status quo in the post-epidemic era, the popularization and application of 5G networks, the market and consumers' increasing demand for digital content products, artificial intelligence, virtual digital human, virtual Idols, virtual live, self-media content and metaverse-related content industries are all developing rapidly. Virtual idols, virtual digital human, etc. are not only accelerating innovation in production technology. The economic cost, technical difficulty and time requirements of production are also greatly reduced. With the arrival and development of the Metaverse, the author believes that the content industry with virtual digital humans as the core will continue to develop in the direction of refinement, specialization, facilitation and customization. In this article, we will analyze and study the production of virtual digital human based on Photoscan technology and Unreal Engine 5 Metahuman software, and discuss the application status and future development of related content.

분류 및 코딩시스템을 이용한 디지털 가상공장 객체의 효율적 관리 (The Efficient Management of Digital Virtual Factory Objects Using Classification and Coding System)

  • 김유석;강형석;노상도
    • 한국CDE학회논문집
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    • 제12권5호
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    • pp.382-394
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    • 2007
  • Nowadays, manufacturing industries undergo constantly growing pressures for global competitions, and they must shorten time and cost in product development and production to response varied customers' requirements. Digital virtual manufacturing is a technology that can facilitate effective product development and agile production by using digital models representing the physical and logical schema and the behavior of real manufacturing systems including products, processes, manufacturing resources and plants. For successful applications of this technology, a digital virtual factory as a well-designed and integrated environment is essential. In this paper, we developed a new classification and coding system for effective managements of digital virtual factory objects, and implement a supporting application to verify and apply it. Furthermore, a digital virtual factory layout management system based on the classification and coding system has developed using XML, Visual Basic.NET and FactoryCAD. By some case studies for automotive general assembly shops of a Korean automotive company, efficient management of factory objects and reduction of time and cost in digital virtual factory constructions are possible.

가상 현실 기반 철강 공정 조업 교육 시스템 (Virtual-reality-based Operation Training System for Steel Making Process)

  • 최자영;이진휘;김용수;김석
    • 제어로봇시스템학회논문지
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    • 제21권8호
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    • pp.709-712
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    • 2015
  • This paper will introduce the development case study about virtual-reality-based operation training system for steel making process. Steel making process consist iron making process to create liquid steel, pig iron, by reduction process, steel making process to make molten steel by refining, continuous casting process to make slab, and rolling process to make final product like coil, plate. This steel making process deals with liquid and solid products, so facilities of steel making process are very various and complicated. In addition, according to various customer requirements, the recycle of facilities and recipes changing have been fast. So the training for skilled operators is very important point. In this paper, we develop steel making training system based virtual reality for training skilled operator. This system consists of virtual machine, virtual HMI, and virtual control panel. And for fitting the characteristics of each process and increasing the education effectiveness, we develop dynamic methods like the method of dynamic education system configuration, initial facilities setup operation education system, and etc.

메타버스 가상 패션아이템 구매 - 자기조절초점을 중심으로 - (Buying Virtual Fashion Items in the Metaverse - Focusing on Self-Regulatory Focus -)

  • 안수경
    • 한국의류산업학회지
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    • 제24권6호
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    • pp.707-718
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    • 2022
  • The metaverse is emerging as the next digital environment for people not only to interact and collaborate with others, but also to have virtual consumption experiences. In this study, virtual fashion items for the consumer's digital self are deemed significant products with consumption value. Drawing from the regulatory focus theory, this study examines how consumers' promotion and prevention focus influence value perception and buying behaviors of virtual fashion items in the metaverse context. The data were collected through an online survey. A total of 546 consumers in their twenties who are aware of the metaverse responded to a self-administered questionnaire. The results showed that promotion focus influenced all the perceived consumption values of virtual fashion items such as the economic, visual authority, hedonic, and social value, whereas prevention focus influenced only the visual authority value. Visual authority value negatively affected both purchase intention and willingness to pay premium price, while others had a positive effect. The findings provide theoretical evidence that consumers' regulatory focus is critical in buying virtual fashion items and suggest that marketers devise effective strategies to stimulate consumers' regulatory focus and to emphasize the economic, hedonic, and social value of the items in the metaverse context.

임베디드 시스템을 위한 가상 머신 모니터의 설계와 구현 (Design and Implementation of Virtual Machine Monitor for Embedded Systems)

  • 손성훈;이재현
    • 한국컴퓨터정보학회논문지
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    • 제14권1호
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    • pp.57-64
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    • 2009
  • 가상화는 최근 활발한 연구가 진행되고 있는 시스템 소프트웨어 분야 중 하나이다. 범용 컴퓨터 시스템을 위한 가상화 분야에는 이미 상용화제품들도 다수 존재하는 반면, 임베디드 시스템의 특성을 고려한 가상화에 대한 연구는 상대적으로 미미한 실정이다. 본 논문에서는 임베디드 시스템의 각 하드웨어 자원을 여러 논리적인 하드웨어 자원들로 나누고, 이를 다수의 가상 머신들로 재구성하는 가상 머신 모니터를 설계하고 구현하였다. 제안된 가상 머신모니터는 하나의 임베디드 시스템 상에 다수의 실시간 운영체제들을 동시 수행하는 것을 가능하게 한다. 실제의 임베디드 시스템 하드웨어 상에서 구현된 가상 머신 모니터에 대해 다양한 성능 측정 실험을 수행하였다. 성능 평가결과를 통해 제안된 가상 머신 모니터가 실제의 임베디드 시스템 응용 분야에 적용이 가능함을 보였다.

A Study on 3D Virtual Clothing Fashion Design Applying Frank Stella Painting

  • Yeonji Lee;Sohee Um
    • 패션비즈니스
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    • 제27권6호
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    • pp.1-17
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    • 2023
  • This study aimed to develop a modern textile design based on the formability of Frank Stella's paintings and to develop and present a fashion design that combines modern sensibility as a 3D virtual clothing program. The formative characteristics of Frank Stella's work were 'unity due to regular stripes', 'asymmetry due to geometric surface division', and 'decorabilitydue to colorful use'. Based on this, costume patterns and textiles based on Frank Stella's paintings were developed and six 3D virtual fashion design works were produced. The conclusion was as follows. First, it was confirmed that Frank Stella's work has a very wide range of applications to fashion products as abstract expression and minimal simplicity coexist visually. Second, various colors and forms of Frank Stella's paintings could be developed using textiles with visual formability, and originality as a fashion work applied with paintings could be maximized. Third, the development of 3D fashion using virtual programs had the ease of time efficiency, cost reduction, and spatiotemporal expansion of work processing compared to the actual costume production process. In addition, the simulation of 3D virtual wear made it easy to modify and recover the position of the textile to be applied to the costume and create a new design in the process of transforming the position of various textiles. It is expected that this study results will be used as basic data for the future conversion content industry in the painting and fashion industries.

우리나라 가상수량 산정방법의 적용성 평가 (Evaluation of Virtual Water Calculation Method in Korea)

  • 안재현;이재근;이승호;홍일표
    • 한국수자원학회논문집
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    • 제43권6호
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    • pp.583-595
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    • 2010
  • 가상수(假想水, Virtual Water)란 일정량의 농산물, 축산물, 공산품과 같은 생산품 혹은 서비스 제공에 필요한 물의양을 뜻하는 것으로 1990년대 초반 Tony Allan 교수가 처음 제시하였다. 본 연구는 Chapagain and Hoekstra (2004)이 제시한 농축산물 및 공산품의 단위 가상수량 산정방법을 분석 및 적용하여 1998년부터 2007년까지 우리나라의 가상수 수출입량을 산정하였다. 또한 가상수 수출입을 국가간 정량화하는 방법론으로 물발자국(Water Footprint) 이론을 이용하였다. 그리고 2006년 우리나라 농작물 생산량에 단위 가상수량을 적용하여 수자원장기종합계획(건설교통부, 2006)의 농업용수 수요량과 비교함으로써 단위 가상수 사용의 적절성을 검토하였다. 연구결과 현재 우리나라는 연평균 320억 $m^3$의 가상수를 농축산물 및 공산품의 무역을 통하여 순수입하고 있으며 그 양은 지속적으로 증가추세를 보이고 있다. 생산되는 농작물의 가상수량과 농업용수 수요량의 차이는 약 6억 $m^3$으로서 전체 수요량이 약 160억 $m^3$인 점을 감안한다면 상대적으로 근소한 차이로서 본 연구에서 적용한 단위 가상수량 산정방법이 타당함을 입증하였다.

Utilizing virtual vibration tests to optimize physical endurance tests

  • Kihm, Frederic
    • Advances in aircraft and spacecraft science
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    • 제5권2호
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    • pp.239-249
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    • 2018
  • Physical tests are performed at various stages of the development cycle of a product, from prototype validation to product qualification. Although costly, there are growing demands for qualification tests like endurance vibration testing to be more representative of the real world. At the same time there are growing demands to assess the durability of these items based on FEA simulation. In this paper, we will explain how to set up a CAE-based test and how to correlate the results with some physical measurements. Specific assumptions will be explained and some advantages of using virtual tests will be highlighted such as the reduction of the number of prototypes needed, investigations on failures, evaluation of the level of reliability via sensitivity analysis, evaluation of the margins are at the end of a successful test. This presentation will therefore focus on explaining and showing how virtual tests can enrich the exploitation of physical tests.