• Title/Summary/Keyword: virtual products

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Modeling and Simulation of HMI Behaviors of 3D Virtual Products using XML (XML을 이용한 3D 가상 제품의 HMI 행동양태 모델링과 시뮬레이션 방안)

  • Jung, Ho-Kyun;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.20 no.1
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    • pp.75-83
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    • 2015
  • In the virtual prototyping (VP) of digital products, it is important to provide the people involved in product development with the visualization and interaction of the products, and the simulation of their human machine interaction (HMI) behaviors in interactive 3D virtual environments. Especially, for the HMI behavior simulation, it is necessary to represent them properly and to play them back effectively according to user interaction in the virtual environments. In a conventional approach to HMI behavior simulation, user interface (UI) designers use UI design software tools to generate the HMI behavior of a digital product of interest. Due to lack of reusability of the HMI behavior, VP developers need to analyze and integrate it into a VP system for its simulation in a 3D virtual environment. As this approach hinders the effective communication between the UI designers and the VP developers, it is easy to create errors and thereby it takes significant time and effort especially when it is required to represent the HMI behavior to the finest level of detail. In order to overcome the shortcomings of the conventional approach, we propose an approach for representing the HMI behavior of a digital product using XML (eXtensible Markup Language) and for reusing it to perform the HMI behavior simulation in 3D virtual environments. Based on the approach, a VP system has been developed and applied for the design evaluation of various products. A case study about the design evaluation is given to show the usefulness of the proposed approach.

Tactile Display to Render Surface Roughness for Virtual Manufacturing Environment (가상제조환경에서 제품의 표면 거칠기 전달을 위한 촉각 디스플레이)

  • Lee, Dong-Jun;Park, Jae-Hyeong;Lee, Wonkyun;Min, Byung-Kwon
    • Journal of the Korean Society for Precision Engineering
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    • v.33 no.1
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    • pp.17-22
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    • 2016
  • In smart factories, the entire manufacturing process from design to the final product is simulated in a virtual manufacturing environment and optimized before starting production. Suppliers and customers make decisions based on the simulation results. Therefore, effective rendering of the information of the virtual products to suppliers and customers is essential for this manufacturing paradigm. In this study, a method of rendering the surface roughness of the virtual products using a tactile display is presented. A tactile display device comprising a $3{\times}3$ array of individually controlled piezoelectric stack actuators is constructed. The surface topology of the virtual products is rendered directly by controlling the piezoelectric stack actuators. A series of experiments is performed to evaluate the performance of the tactile display device. An electrical discharge machined surface is rendered using the proposed method.

A Stochastic Model for Virtual Data Generation of Crack Patterns in the Ceramics Manufacturing Process

  • Park, Youngho;Hyun, Sangil;Hong, Youn-Woo
    • Journal of the Korean Ceramic Society
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    • v.56 no.6
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    • pp.596-600
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    • 2019
  • Artificial intelligence with a sufficient amount of realistic big data in certain applications has been demonstrated to play an important role in designing new materials or in manufacturing high-quality products. To reduce cracks in ceramic products using machine learning, it is desirable to utilize big data in recently developed data-driven optimization schemes. However, there is insufficient big data for ceramic processes. Therefore, we developed a numerical algorithm to make "virtual" manufacturing data sets using indirect methods such as computer simulations and image processing. In this study, a numerical algorithm based on the random walk was demonstrated to generate images of cracks by adjusting the conditions of the random walk process such as the number of steps, changes in direction, and the number of cracks.

Evaluation of Virtual Shopping Malls Using the Analytic Hierarchy Process (AHP를 이용한 가상쇼핑몰 평가)

  • 변대호
    • Korean Management Science Review
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    • v.18 no.1
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    • pp.55-68
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    • 2001
  • A virtual shopping mall is like a real-world mall, supports electronic shopping by selling products or services through Interne. Although increasing numbers of products are being marketed on the Web, little efforts has been spent on evaluating what mall is more suitable for marketing electronically and for protecting consumers. Evaluation of virtual shopping malls is regarded as a major task in business-to-consumer electronic commerce. This paper considers the Analytic Hierarchy Process(AHP) method in the evaluation of virtual shopping malls and provides its applications. The AHP is a systematic procedure for representing the elements of any problem, hierarchically. A series of pairwise comparison judgments is performed to express the relative strength or intensity of impact of the elements in the hierarchy. The AHP model hierarchy consists of the four following levels: decision maker, main criteria, sub-criteria, and virtual shopping malls. the main criteria include the state of physical firms, representation of information on the virtual shopping malls, product or service, convenience for shopping, consumer protection, and consumer service. The total number of sub-criteria in the third level is twenty-nine. All decision makers selected belong to virtual shopping mall enterprises, or universities. As a case study, we show the synthesized priority of the five virtual shopping malls that have acquired an E-Trust mark. Finally a sensitivity analysis shows how well each virtual shopping mall performs on each criterion by increasing or decreasing the importance of the main criteria.

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A Collaborative Channel Strategy of Physical and Virtual Stores for Look-and-feel Products (물리적 상점과 가상 상점의 협업적 경로전략: 감각상품을 중심으로)

  • Kim, Jin-Baek;Oh, Chang-Gyu
    • Asia pacific journal of information systems
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    • v.16 no.3
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    • pp.67-93
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    • 2006
  • Some consumers prefer online and others prefer offline. What makes them prefer online or offline? There has been a lack of theoretical development to adequately explain consumers' channel switching behavior between traditional physical stores and new virtual stores. Through consumers' purchase decision processes, this study examined the reasons why consumers changed channels depending on purchase process stages. Consumer's purchase decision process could be divided into three stages: pre-purchase stage, purchase stage, and post-purchase stage. We used the intention of channel selection as a surrogate dependent variable of channel selection. And some constructs, that is, channel function, channel benefits, customer relationship benefits, and perceived behavioral control, were selected as independent variables. In buying look-and-feel products, it was identified that consumers preferred virtual stores to physical stores at pre-purchase stage. To put it concretely, all constructs except channel benefits were more influenced to consumers at virtual stores. This result implied that information searching function, which is a main function at pre-purchase stage, was better supported by virtual stores than physical stores. In purchase stage, consumers preferred physical stores to virtual stores. Specially, all constructs influenced much more to consumers at physical stores. This result implied that although escrow service and trusted third parties were introduced, consumers felt that financial risk, performance risk, social risk, etc. still remained highly online. Finally, consumers did not prefer any channel at post-purchase stage. But three independent variables, i.e. channel function, channel benefits, and customer relationship benefits, were significantly preferred at physical stores rather than virtual stores at post-purchase stage. So we concluded that physical stores were a little more preferred to virtual stores at post-purchase stage. Through this study, it was identified that most consumers might switch channels according to purchase process stages. So, first of all, sales representatives should decide that what benefits should be given them through virtual stores at the pre-purchase stage and through physical stores at the purchase and post-purchase stages, and then devise collaborative channel strategies.

VP Database Support for a More Efficient Cyber Shopping Mall (효과적인 사이버 쇼핑몰을 위한 VP 데이타베이스 지원)

  • Lim, Jaeguk;Kang, Hyunchul;Han, Sangyong
    • The Journal of Information Technology and Database
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    • v.8 no.1
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    • pp.1-11
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    • 2001
  • More and more cyber shopping malls, one of the new promising Internet businesses of today, are opening business everyday. And instead of the ordinary image and text type of product display, buyers can now view products from any viewpoint through 3D images and also get more detail information on the product more easily thanks to the new VP technology, visual tools, and statecharts. However the currently used virtual prototyping supporting method does not consist of any database support for sharing the data from different virtual prototype developments and reusing the data in developing other prototypes. And in cases of custom order products, there is no linkage with the virtual product database that enables buyers in cyberspace such as cybermalls to try out the products before purchasing. This paper is purported for being applied as the basis for planning the construction of a complete CRM method applied cyber shopping mall that can accommodata all the demands and requests from customers. And the database supporting VP framework that supports data sharing and collaboration between virtual prototype developers and manufacturing custom order products is suggested for this purpose.

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Development of Shirt Design Applying Traditional Clothing Design in Northeast Asia Region - Global Fashion Cultural Products - (동북아시아 지역 전통복식 디자인을 응용한 셔츠디자인 개발 -글로벌 패션문화상품-)

  • Choi, Eunjoo
    • Fashion & Textile Research Journal
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    • v.22 no.4
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    • pp.446-455
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    • 2020
  • In order to develop high value fashion culture products capable of reaching the global market, this study developed the original traditional clothing design of Northeast Asian countries according to a global perspective. This study applied the structural formality of traditional clothing to fashion cultural products. This study developed designs using Deel of Mongolia, Makap of China Korean Dang-ui / Dan-ryung, and Haori of Japan. The research methods are theoretically examined using literature on traditional clothing in Northeast Asia. First, it designed a shirt design using Adobe Illustrator CS6 and created a pattern with the Yuka program as well as applied CLO 5.0 (a 3D virtual dressing system from CLO Virtual Fashion Co.). A survey was also conducted on individual interest for the developed fashion cultural products. The design method obtained various design effects by applying the method of adding point detail parts of the clothes to the shirt that represented each country among their traditional clothes. This research can be used as basic data for the global fashion cultural products market that can contribute to maintaining the originality of each country in the global era, expanding tourism income to succeed and develop culture and tradition.

Virtual Presentation and Customization of Products Based on Internet

  • Pan Zhi-geng;Chen Tian;Zhang Ming-min;Xu Bin
    • International Journal of CAD/CAM
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    • v.4 no.1
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    • pp.1-10
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    • 2004
  • Through reviewing and comparing the current virtual shopping malls web sites integrated VR into E-commerce, this paper analyzed both the advantages and disadvantages of two kinds of methods for product presentation: 2D image based and 3D model based presentation method. Using the virtual shopping mall (EasyMall) as a showcase, we presented the architecture of the system and the development technologies, especially those in the mixed presentation method. The presentation and customization methods in the two related modules, including the PhoneShow for mobile phone and EasyShow for textile products, were discussed. It indicated that the integration of E-commerce with VR could provide consumers with virtual experience and intelligent service for business activities. Furthermore, the product presentation methods can be made available for use in different cases.

New Directions in the CIM System Development - Virtual Manufacturing (CIM의 발전 방향 - VM(Virtual Manufacturing))

  • Han, Kwan-Hee
    • IE interfaces
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    • v.11 no.3
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    • pp.219-225
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    • 1998
  • Presented in this paper is a state-of-the-art review of VM(Virtual Manufacturing). To survive on a global competition, manufacturers must shorten the time to market for their products. To achieve this goal, many manufacturers have implmented CIM systems. VM is a new direction in the CIM system development having emphasis on enhancing the decision-making capability. VM can be defined an integrated, synthetic manufacturing environment exercised to enhance all levels of decision and control. Also, VM is the use of computer models and simulations of manufacturing processes to aid in the design and production of manufactured products. Currently, VP(Virtual Prototyping) and VF(Virtual Factory) are main theme to develop a VM. In this paper, the concept and current status of VP and VF are explained.

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Virtual Manufacturing for an Automotive Company (I) - Workflow Analysis and Strategic Planning of Manufacturing Preparation Activities (자동차 가상생산 기술 적용 (I) - 생산준비 업무 분석 및 적용 전략 수립)

  • Noh, Sang-Do;Lee, Chang-Ho;Hahn, Hyung-Sang
    • IE interfaces
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    • v.14 no.2
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    • pp.120-126
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    • 2001
  • Virtual manufacturing is a technology facilitating effective development and agile manufacturing of products via sophisticated computer models representing physical and logical schema and behavior of real manufacturing systems including manufacturing resources, environments, and products. Based on these models, virtual manufacturing supports decision making and error checking in the entire manufacturing processes from design to mass production. At first, we analyzed manufacturing preparation activities of the four major production shops such as press, body assembly, painting and final assembly, of a Korean automotive company. We then developed the workflow models out of the analysis by the IDEF methodology, and generated a strategic plan for the systematic application of the virtual manufacturing technologies. We identified many manufacturing preparation activities that can be improved by the application of virtual manufacturing technologies. Finally, we estimated the effect of improvement including time savings in car development processes and corresponding cost savings.

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