• Title/Summary/Keyword: virtual products

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A Study on Digital Reinforcements for Efficient Automotive Design - With Emphasis on VR based CAID System - (자동차 디자인 효율화를 위한 디지털 강화요소 연구 - VR 기반 CAID 시스템을 중심으로 -)

  • Cho, Kyung-Sil;Lee, Myung-Ki
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.55-64
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    • 2006
  • As digital systems were introduced to automotive design in the mid 1980s, the design process has adopted many digital programs to save time compared to the conventional hand drafting. Digital technology was introduced not only to satisfy the reeds of the global environment, as the number of automobiles exported to many different parts of the world has increased, but also to save time and effort in developing several models of quality automobiles. Therefore, every automotive manufacturer in the world has expanded its virtual reality(VR) studio to establish visualization systems that visualize automobiles in the actual size and a co-operation system that enables simultaneous feedback from all of its design studios around the world. Unlike the existing design reviewing methos, the new improved feedback system is assessed as a reasonable method to evaluates and understand how the automobiles are actually manufactured in simulation. It is especially helpful when advanced products and concept cars require fast results. Other strengths of the new system include shorter development period, cost efficiency, no more manual labor, various designs within a short period of time, and realistic visualization of concepts. Large-scale products, including automobiles, need to be projected in the actual size and high clarity through the Power-wall System and are examined in a virtual space called a Cave. Therefore, it took much time to establish digital infrastructure. An infrastructure would constantly require system improvement and performance enhancement, but it is certain that now is the right time for the take-off to utilizing the strengths of digital design and improve the weaknesses. In this respect, this study provided an understanding of the importance of digital design based on digital reinforcements and examined an effective utilization of digital technology for an efficient development of automobiles in the future.

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Consumer-Agent Based Sensitivity Analysis of Product Diffusion Dynamics for Domestic Automobile Market (국내 자동차 시장에서 소비자 에이전트 모형 기반의 제품 확산 다이나믹스 민감도 분석)

  • Kim, Shin-Tae;Kim, Chang-Ouk
    • Journal of the Korea Society for Simulation
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    • v.20 no.2
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    • pp.29-40
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    • 2011
  • This paper focuses on the sensitivity analysis for the calibration of an agent-based simulation that analyzes the brand-level diffusion dynamics of competing products in the domestic premium mid-sized car market. In this paper, we employ a consumer-agent model that imitates the purchasing characteristics and behaviors of the consumers. The group of consumer agents that are socially interconnected represents a virtual market. By spreading the product information from previous adopters to potential consumer agents in the virtual market, the word-of-mouth phenomenon emerges like in the real market. The phenomenon influences the product choice of potential consumer agents that causes the variation of the product diffusion dynamics. In this simulation model, it is important to calibrate the virtual market parameters(e.g., ratio of innovators, social network structure, purchase time decision method) so that the virtual market can simulate the real market. However, it is difficult to measure these parameters directly from the real market. In this paper, we analyze the diffusion dynamics of simulations under various conditions in comparison with real sales data to calibrate the parameters.

End-to-End Congestion Control of High-Speed Gigabit-Ethernet Networks based on Smith's Principle

  • Lee, Seung-Hyub;Cho, Kwang-Hyun
    • Proceedings of the IEEK Conference
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    • 2000.07a
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    • pp.101-104
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    • 2000
  • Nowadays, the issue of congestion control in high-speed communication networks becomes critical in view of the bandwidth-delay products for efficient data flow. In particular, the fact that the congestion is often accompanied by the data flow from the high-speed link to low-speed link is important with respect to the stability of closed-loop congestion control. The Virtual-Connection Network (VCN) in Gigabit Ethernet networks is a packet-switching based network capable of implementing cell- based connection, link-by-link flow-controlled connection, and single- or multi-destination virtual connections. VCN described herein differ from the virtual channel in ATM literature in that VCN have link-by-link flow control and can be of multi-destination. VCNs support both connection-oriented and connectionless data link layer traffic. Therefore, the worst collision scenario in Ethernet CSMA/CD with virtual collision brings about end-to-end delay. Gigabit Ethernet networks based on CSMA/CD results in non-deterministic behavior because its media access rules are based on random probability. Hence, it is difficult to obtain any sound mathematical formulation for congestion control without employing random processes or fluid-flow models. In this paper, an analytical method for the design of a congestion control scheme is proposed based on Smith's principle to overcome instability accompanied with the increase of end-to-end delays as well as to avoid cell losses. To this end, mathematical analysis is provided such that the proposed control scheme guarantees the performance improvement with respect to bandwidth and latency for selected network links with different propagation delays. In addition, guaranteed bandwidth is to be implemented by allowing individual stations to burst several frames at a time without intervening round-trip idle time.

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The Impact of Metaverse Development and Application on Industry and Society (메타버스의 발전과 적용이 산업과 사회에 미치는 영향)

  • Moon, Seung Hyeog
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.515-520
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    • 2022
  • Metaverse is at the center of heated debates in many areas recently. Coupled with real world, metaverse is extending its domain into social and cultural activities in addition to economic value creation as untact activities increase. Global companies are investing in R&D for metaverse. The reason is that metaverse is supposed to create new value by converging virtual and real worlds thanks to technology advancement such as AI, big data, 3D graphic, 5G, cloud computing, etc. Thus, innovative changes are expected in the economic, social and cultural areas. However, there are many problems to be solved yet for connecting virtual world and real one. Also, epoch-making development of products and services should be done for realistic experience and profit creation using virtual space in various industries beyond untact social activities against pandemic situation. The essence, present condition, development and its application areas of metaverse will be analyzed, and expected problems researched so that the strategy and methodology for securing global competitiveness will be addressed in coming metaverse era.

A Study on Security Factors on Online Shopping - focus on internet bookshops -

  • Hua, Deng;Kim, Chang-Eun
    • Proceedings of the Safety Management and Science Conference
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    • 2005.11a
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    • pp.418-422
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    • 2005
  • Electronic commerce has provided another access for consumers to purchase products, but some researches have pointed out that there are difficulties for companies to do business on web. For lack of trust, many people not prefer purchasing through virtual channels. Based on the literature review, this study aims at empirically testing the impact of website design on individual trust in internet firms. From statistic analysis, we will conclude that security, interaction, and navigation functionality will affect on-line trust.

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The Status of Concurrent Engineering Systems in Foreign Automotive Companies (해외 자동차 업체의 CAD/CAM/CAE/PDM 통합 Engineering System)

  • 이민혁
    • CDE review
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    • v.4 no.2
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    • pp.36-41
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    • 1998
  • To survive in the intensive world wide automotive market, more and more automotive companies are investing their resources into concurrent engineering systems (CE) based on the combined CAD/CAM/CAE/ PDM technology. The main objectives of CE in automotive companies are the quality improvement of products and the reduction of cost and time to market. Remarkable effects are appearing from some of these companies. As shown in this paper, these successful automotive companies have been focusing on establishing the new process and methodology in applying CE into their car development process.

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An Analysis of Artwork E-Commerce:With Focus on the Marketing Sucess Factors (마케팅적 성공요인 관점에서 본 미술품 전자상거래분석)

  • Lee, Woo-Chae
    • International Commerce and Information Review
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    • v.7 no.4
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    • pp.59-76
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    • 2005
  • In this research, electronic commercial web-sites of artwork are analysed with ten marketing success factors such as, low price, variety of products convenience of shopping, ensure credibility DB marketing, providing information, virtual community, preoccupying the marketing, quick response, and strategic cooperation. The analysis showed that the main problem of the Korean fine art market is the lack of demand. Though the problem of the offline fine art market is not to be solved by websites, it seems that the solution should be brought through the operation of websites with long-term plans and patience.

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UML Analysis and Digital Model Implementation for Micro-factory (초소형 공장의 객체지향 분석 및 디지털 모델구축)

  • Park, Sang-Ho;Choi, Sung-Il;Jung, Young-Sang;Song, Joon-Yub;Lee, Chang-Woo;Subramaniyam, Murali;Jang, Seck-Ho;Kim, Jin-Won
    • Transactions of the Korean Society of Machine Tool Engineers
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    • v.16 no.3
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    • pp.44-49
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    • 2007
  • Recent manufacturing system requires development on new production technology to enable prompt manufacturing of diverse products. Most of the researchers have been working on micro-factory. Especially, focus on manufacturing of micro parts. Present manufacturing system consumes excessive resources in the form of energy and space to manufacture the micro parts. In this study, the micro lens module assembly system was modeled, analyzed with MST(Micro System Technology) Application Module and simulated through UML Language (Unified Modeling Language) with object-oriented logical model analysis method. Digital model of micro-factory was modeled, to execute the new paradigm of digitalization on products, resources and processes of micro-factory.

A Study on Implementation for in based Electronic Catalog Management System (XML기반 전자카탈로그 관리시스템의 구현에 관한 연구)

  • 김진영;김연수
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.25 no.1
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    • pp.35-41
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    • 2002
  • XML(eXtensible Markup Language) based electronic catalog is very useful for searching target information because of its structural and contents based searching support capability. And XML document editing is easier than HTML because of XML document is divided by structure, contents and presentation. This paper is to present a prototype of XML based Electronic Catalog Management System(ECMS) whose system consists of data input, output and manipulation system for inserting, updating, editing and deletion. A proposed system could resolved the problems at virtual intermediary shopping mall invloved in the difficulty of interoperability when customer try to compare similar products at mixed shopping mall and reduced web service costs at independent shopping mall by using XML format. The proposed ECMS offers rapid response capability for product data change of electronic catalog and easy and friendly interoperability among similar products.

Tangible AR interaction based on fingertip touch using small-sized non-square markers

  • Park, Hyungjun;Jung, Ho-Kyun;Park, Sang-Jin
    • Journal of Computational Design and Engineering
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    • v.1 no.4
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    • pp.289-297
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    • 2014
  • Although big-sized markers are good for accurate marker recognition and tracking, they are easily occluded by other objects and deteriorate natural visualization and level of immersion during user interaction in AR environments. In this paper, we propose an approach to exploiting the use of rectangular markers to support tangible AR interaction based on fingertip touch using small-sized markers. It basically adjusts the length, width, and interior area of rectangular markers to make them more suitably fit to longish objects like fingers. It also utilizes convex polygons to resolve the partial occlusion of a marker and properly enlarges the pattern area of a marker while adjusting its size without deteriorating the quality of marker detection. We obtained encouraging results from users that the approach can provide better natural visualization and higher level of immersion, and be accurate and tangible enough to support a pseudo feeling of touching virtual products with human hands or fingertips during design evaluation of digital handheld products.