• Title/Summary/Keyword: virtual products

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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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Development of a Virtual Simulator for Agile Manufacturing System

  • C., Sangmin;C., Younghee;B., Jongil;L., Manhyung
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.103-103
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    • 2000
  • In this paper to cope with the reduction of products life-cycle as the variety of products along with the various demands of consumers, a virtual simulator is developed to make the changeover of manufacturing line efficient to embody a virtual simulation similar to a real manufacturing line. The developed virtual simulator can design a layout of a factory and make the time scheduling. Every factory has one simulator so that one product can be manufactured in the factories to use them as virtual factories. We suggest a scheme that heightens the agility to the diversity of manufacturing models by making the information of manufacturing lines and products models to be shared. The developed unit simulator can construct a proper virtual manufacturing line along with the required process of products using several kinds of operator and work cell. A user with the simulator can utilize an interface that makes one to manage the separate task process for each manu(acturing module, change operator components and work cells, and easily teach tasks of each task module. The developed simulator was made for users convenience by Microsoft Visual C++ 6.0 that can develop a program supplying graphic user interface environment and by OpenGL of the Silicon Graphics as a graphic library to embody 3D graphic environment. Also, we show that the simulator can be used efficiently for the agile manufacturing by the communication among the factories being linked by TCP/IP and a hybrid database system made by a hierarchical model and a relational model being developed to standardize the data information.

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Attributes of the metaverse and consumers' perceived values of fashion brands in virtual spaces (패션 브랜드 가상공간에서 메타버스의 속성과 소비자의 지각된 가치)

  • Shinyoung Park;Su-yun Shin
    • The Research Journal of the Costume Culture
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    • v.32 no.3
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    • pp.321-333
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    • 2024
  • This study aims to investigate how consumers perceive the attributes (ubiquity, continuity) of metaverse fashion brands in a virtual space. It also empirically verifies the impact on consumers' perceived values (hedonic value, social value) and consumer behavioral intentions (intention to use the platform, intention to purchase virtual products). The results verified in this study are as follows: First, we confirmed that the metaverse attributes perceived by consumers in the virtual space of the fashion brand, ubiquity and daily extension, positively affect customers' perceived hedonic and social values. Second, we found that consumers' perceived hedonic and social values have a significant positive effect on their intention to use the platform. Finally, we found that consumers' intention to use the platform had a significant positive effect on their intention to purchase virtual products. The results of this study will have academic significance by expanding the scope of research related to identifying metaverse attributes and values by identifying metaverse attributes and consumer values that perceived by consumers in fashion brands' virtual spaces in the metaverse. This study suggests a direction and strategy for fashion brands to move forward in building virtual spaces on the metaverse platform. In this way, they can create perceived value for consumers that elicits positive consumer behavioral intentions.

The Role of Perceived Value of Avatar's Virtual Fashion in Metaverse on the Impact of Sense of Presence on Purchase Intention

  • Eun-Jung Lee;Ji-Hye Jeon
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.334-345
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    • 2024
  • With the advent of Metaverse, a promising new era for business on virtual reality (VR) platforms has dawned. In this rapidly expanding Metaverse platform, the potential for virtual fashion marketing through avatars is vast, with leading fashion brands already making strides by creating virtual fashion stores or hosting virtual fashion shows. However, the research on fashion-related industries in this newly emerging virtual world platform is still in its infancy. This study sought to identify the relationship between the characteristics of the Metaverse and the factors that influence how the perceived value of virtual fashion products affects purchase intention. A survey was conducted with three hundred Korean respondents, and the hypothesis was verified through analysis using the SPSS statistical program. Our analysis revealed that the sense of presence significantly influences the value of fashion products on the Metaverse platform. As a result, the sense of presence significantly influenced the emotional, visual authority, and economic value of the avatar virtual fashion perceived by users. Second, enjoyment, visual authority, and economic value influence users' intention to purchase virtual fashion items. In addition, all of these perceived value factors were confirmed to have a significant partial mediating effect on the impact of the presence of the Metaverse platform on the purchase intention. Through this study, we empirically analyzed the causal relationship between the characteristics of the Metaverse platform and the virtual fashion experience using avatars - a topic that has yet to be covered. We formed new insights into virtual fashion consumption, providing primary data for related research streams. Our survey respondents consisted only of those with recent Metaverse experience, so the research results were highly effective.

A Layered Authoring Model for Constructing Interactive Virtual Environment

  • Ishiwaka, Michitoshi;Inoue, Seiki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.154-159
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    • 1998
  • It is difficult and important for virtual studio systems and media-art products to be designed effective interactions between a performance person, who appears in the studio, and virtual studio equipments, and, an appreciation person and artistic products. The difficulties originate with originate with no even-grained component and no framework of interaction design work. In this article, a layered authoring model is proposed in order to facilitate system designers and artists to construct the system more easily and flexibly using fine-grained media components. And some experimental interactive virtual environments based on the model are shown.

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Manual Design for Pattern Developing and Virtual Modelling through Product Analysis -Focused on Disposable Protective Coverall- (제품 분석을 통한 패턴 제작 및 가상 모델링 제작 매뉴얼 설계 -부직포 전신 보호복을 중심으로-)

  • Jeon, Eunkyung;Moon, Jeehyun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.3
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    • pp.457-467
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    • 2015
  • The demand for coverall-type protective clothing are increasing in many industrial fields; however, it is impossible to evaluate the wearers' apparel fit because there is no commercialized pattern in the market. This study produces a manual for the process of acquiring patterns by separating PPE products into pieces to provide information on acquiring patterns. The analysis was on coverall-type non woven protective clothing in the domestic market, and 4 panels examined the validity, reliability, and efficiency of various possible methods on each step of process. Five steps were conducted to acquire patterns removing wrinkles, marking seams lines, separating seams, and pattern completing. The process of converting these into pattern files was designed through three procedures of digitizing, editing, and exporting and detailed stages. Fitting tests were undertaken, real patterns by actual modeling and pattern files by virtual modeling; all showed similar forms with outfits wearing ready-made protective coveralls. This study sought the most efficient and objective method of virtual modeling and proposed it as a manual. It is expected for the pattern reverse-designing manual through products analysis presented in this study that would be a helpful addition of information to the pattern tracing of pattern-less clothing products.

Identification with avatar and self-reference effects: Impact on perceived attributes and purchase intentions (아바타와의 동일시가 가상 패션 아이템 속성 지각 및 구매의도에 미치는 영향)

  • Woojin Choi;Yuri Lee
    • Journal of Fashion Business
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    • v.28 no.2
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    • pp.1-14
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    • 2024
  • Within the metaverse platform, users engage in communication with others through 'avatars' reflecting their own identities. Users experience various virtual fashion items through avatars, and the fashion industry anticipates avatars wearing virtual fashion items as an emerging business opportunity. Many fashion brands are currently releasing virtual fashion items specifically designed for avatars. In this study, we examined the impact of user identification with their avatar on their perception of the attributes of virtual fashion items (investment attractiveness, scarcity, playfulness, and aesthetics) and its influence on behavioral intentions. The research involved a survey of 250 females with prior knowledge of the metaverse. Structural equation modeling analysis was conducted to examine research hypotheses and validate the model. The results confirmed that as users within the metaverse perceive greater identification with their avatar, they also perceive the attributes of virtual fashion items more favorably. This finding affirms the self-reference effect, where users positively evaluate objects associated with themselves. Additionally, perceiving the attributes of virtual fashion items was found to be positively linked to purchase intentions for virtual products and actual interest in the brand. Lastly, a higher intention to purchase virtual fashion items was associated with forming a more favorable attitude toward the respective brand. Consequently, this study provides academic and practical implications for marketing strategies within the metaverse, emphasizing the active utilization of avatars and elements that facilitate user-avatar identification for effective engagement.

A Study on Virtual Community Consumers′ Information Behavior and Consumer Satisfaction -Focused on Internet Community- (가상공동체에서의 소비자 정보활동과 소비자만족 연구 -인터넷 동호회를 중심으로-)

  • 박정현;이기춘
    • Journal of Families and Better Life
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    • v.20 no.1
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    • pp.139-149
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    • 2002
  • The aim of this study is to examine the consumer information behavior and consumer satisfaction in virtual community, and analyse influential variables on these. The data for this study were collected from members of virtual community for cosmetics in DAUM ( www.daum.net) through self-report questionnaires. Main findings are following; Virtual community consumer experiences satisfaction for products including information, and information behavior. And the greater information behaviors are associated with the greater satisfaction. And the virtual community consumers' information behavior and satisfaction don't differ largely by internet variables and socio-demographic variables. On the other hand, virtual community consumers' information behavior and satisfaction are associated with psychological variables like community membership, information wants, enduring involvements. In conclusion, these satisfactions make the effect of ‘feedback’ to information behavior, so these virtual community is able to be activated. And this also means that virtual community is Ideal space for consumer to expand information behavior.

Warranty Models with Discrete Preventive Maintenance (이산예방보수 정책을 고려한 보증모형분석)

  • Kim, Che-Soong
    • IE interfaces
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    • v.15 no.3
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    • pp.286-296
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    • 2002
  • Products which are sold with warranty, preventive maintenance actions by manufacturers and/or buyers have an impact on the total costs for both parties. In this paper, we develop the models to study the expected warranty cost for products with free repairable warranty with three types of discrete preventive maintenance. We deal with by utilizing the concept that preventive maintenance reduces the virtual age of the system. We assume that the maintenance planning horizon can be segmented into k discrete and equally sized periods. In such a scenario, numerical examples are presented.

Development of a Virtual Machine Tool-Part 4: Mechanistic Cutting Force Model, Machined Surface Error Model, and Feed Rate Scheduling Model

  • Yun, Won-Soo;Ko, Jeong-Hoon;Cho, Dong-Woo
    • International Journal of Precision Engineering and Manufacturing
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    • v.4 no.2
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    • pp.71-76
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    • 2003
  • A virtual machine tool (VMT) is presented in this two-part paper. In Part 1, the analytical foundation for a virtual machining system is developed, which is envisioned as the foundation for a comprehensive simulation environment capable of predicting the outcome of cutting processes. The VHT system undergoes "pseudo-real machining", before actual cutting with a CNC machine tool takes place, to provide the proper cutting conditions for process planners and to compensate or control the machining process in terms of the productivity and attributes of the products. The attributes can be characterized by the machined surface error, dimensional accuracy, roughness, integrity, and so forth. The main components of the VMT are the cutting process, application, thermal behavior, and feed drive modules. In Part 1, the cutting process module is presented. When verified experimentally, the proposed models gave significantly better prediction results than any other methods. In Part 2 of this paper, the thermal behavior and feed drive modules are developed, and the models are integrated into a comprehensive software environment.vironment.