• Title/Summary/Keyword: Digital Resources' Production

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Virtual Manufacturing for an Automotive Company (IV)-Information Management for a Virtual Factory (자동차 가상생산 기술 적용 (IV)- 가상공장 정보 관리)

  • Noh, Sang-Do;Ahn, Hyeon-Sik;Park, Young-Jin
    • IE interfaces
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    • v.16 no.1
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    • pp.63-69
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    • 2003
  • Virtual Manufacturing is a technology facilitating effective development and agile production of products via computer models representing physical and logical schema and the behavior of the real manufacturing systems including manufacturing resources, environments and products. For the successful application of this technology, a virtual factory as a well-designed and integrated environment is essential. To construct a virtual factory in effective and concurrent manners, a supporting information infrastructure for managing diverse models of virtual factory is very important. In this paper, we constructed the web-based information management system for many engineering activities related with a virtual factory. Using this system, users can handle all information and diverse digital files including attributes, parameters, 3-D CAD files, simulation models, and etc. of a cell, line and whole factory. We expect that this information management system for a virtual factory helps us achieve great time savings and advances in accuracy for construction and maintenance activities of virtual factories.

A Collecting and Record of Wide Area Cultural Resources : the Case of Asian Cotton Cultural Resources (광역 문화자원의 수집과 기록 : 아시아 목화문화자원을 중심으로)

  • Noh, Shi-Hun
    • The Korean Journal of Archival Studies
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    • no.28
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    • pp.123-153
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    • 2011
  • In Asia, when cotton and cotton fabrics cultivated and produced in India of Southern Asia had spread to the whole Asia area by land and by sea, the Cotton Road and cotton fabric cultural area could be formed. In Korea, the traditional cotton (Gossypium arboreum) brought by Moon Ik-Jeom in 1363 was cultivated and then the Upland cotton (Gossypium hirsutum) brought via Japan could be produced from 1904. Especially, Gwangju/Jeonnam was the most active place in producing traditional cotton, and eventually became the center of cotton cultivation and fabric production after bringing in Upland cotton. In order to collect and record the cotton cultural resources in the broad area, the Cultural Resources Set, classified its component parts should be made first and then the collecting objects should be investigated. The collecting areas are selected based on the spreading paths and the regional significance of cotton. Since its difficulty of collecting the relevant resources from all of the places in Asia, it should be planned to share the resources through exchanges and cooperation among private, institution and organization. The relevant experts from the various fields should participate in the interdisciplinary researches which are necessary for collecting and recording of wide area cultural resources. Considering the collecting limitation of genuine relics, the digital archives should be established and then offered through a web site that everyone can use them freely by remote. It also needs to plan to display on and off-line for users to perceive the similarity, difference and interconnections of the resources with ease.

A Study on the Immersive Realities Between PC and VR Versions of <Resident Evil 4>

  • Mingke Lyu;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.340-345
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    • 2023
  • In recent years, the rapid development of VR technology has secured its significant position in the gaming industry. This paper selects the PC and VR versions of Resident Evil 4 as the research objects, aiming to compare the similarities and differences between these two platforms. Through this comparative study, it is evident that the PC version of the game offers most players an excellent gaming control experience through precise and flexible operations. On the other hand, the VR version not only achieves immersive gameplay through virtual reality technology but also delivers more impressive visual effects to players. However, in comparison to the traditional PC version, the VR version incurs higher development costs, necessitating the production team to invest more resources to optimize the gaming experience and strike a better balance between immersion and playability. In conclusion, this study provides a valuable reference for game developers, assisting them in meeting the diverse needs of player groups and enhancing game playability and user satisfaction.

APPLICATION OF PROJECT MANAGEMENT: LEAN TECHNOLOGIES AND SAVING MANUFACTURING (ASPECTS OF MANAGEMENT AND PUBLIC ADMINISTRATION)

  • Kulinich, Tetiana;Berezina, Liudmyla;Bahan, Nadiia;Vashchenko, Iryna;Huriievska, Valentyna
    • International Journal of Computer Science & Network Security
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    • v.21 no.5
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    • pp.57-68
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    • 2021
  • Successfully adapting to digital and customer-oriented transformation, the concept of lean manufacturing professes the philosophy of creating greater benefit while minimizing losses. These losses are operations that do not add value in the production process to ensure the efficiency, flexibility, and profitability of projects. In the context of broad automation and digitalization of all sectors of the economy, mechanisms for combining automation technologies and lean production are becoming available. Moreover, when it comes to the efficient use of financial, human, or material resources, it is clear that the use of Industry 4.0 technologies can be an effective tool for achieving the goals of lean production, as many of them pursue the same goal. In this context, this article aims to study the effectiveness of the implementation of project management concepts at the global level and identify the main factors influencing its effectiveness to ensure the achievement of lean production through LEAN technologies and Industry 4.0 technologies. To achieve this goal, several statistical indicators were selected and several statistical methods of analysis were used: pairwise correlation, regression analysis, methods of comparison, synthesis, and generalization. Statistical analysis was conducted according to a survey conducted by the Project Management Institute (PMI) in 2020. An economic-mathematical model of dependence of project effectiveness in different regions of the world on the level of implementation of project management approaches is built, which shows that the increase in project effectiveness by 85% is due to financial losses, technical training, and consumer orientation. These results allow project managers to develop appropriate strategies to improve project management approaches at all levels. It is established that LEAN technologies and technologies of Industry 4.0 have several tools that have a positive effect on minimizing losses following the concept of lean production. Besides, given that the technology of Industry 4.0 is focused on the automation of Lean Production technology, a mechanism for the introduction of lean production using these technologies and methods.

Estimation of unused forest biomass potential resource amount in Korea

  • Sangho Yun;Sung-Min Choi;Joon-Woo Lee;Sung-Min Park
    • Korean Journal of Agricultural Science
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    • v.49 no.2
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    • pp.317-330
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    • 2022
  • Recently, the policy regarding climate change in Korea and overseas has been to promote the utilization of forest biomass to achieve net zero emissions. In addition, with the implementation of the unused forest biomass system in 2018, the size of the Korean market for manufacturing wood pellets and wood chips using unused forest biomass is rapidly expanding. Therefore, it is necessary to estimate the total amount of unused forest biomass that can be used as an energy source and to identify the capacity that can be continuously produced annually. In this study, we estimated the actual forest area that can be produced of logging residue and the potential amount of unused forest biomass resources based on GT (green ton). Using a forest functions classification map (1 : 25,000), 5th digital forest type map (1 : 25,000), and digital elevation model (DEM), the forest area with a slope of 30° or less and mountain ridges of 70% or less was estimated based on production forest and IV age class or more. The total forest area where unused forest biomass can be produced was estimated to be 1,453,047 ha. Based on GT, the total amount of unused forest biomass potential resources in Korea was estimated to be 117,741,436 tons. By forest type, coniferous forests were estimated to be 48,513,580 tons (41.2%), broad-leaved forests 27,419,391 tons (23.3%), and mixed forests 41,808,465 tons (35.5%). Data from this research analysis can be used as basic data to estimate commercial use of unused forest biomass.

The Architecture of Tool server in MPEG-21

  • Kim, Kwang-Yong;Hong, Jin-Woo;Kim, Jin-Woong
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2003.09a
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    • pp.272-275
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    • 2003
  • This paper presents the role and its function of Tool server. MPEG-21 means multimedia framework for delivery and consumption of multimedia which is being discussed in ISO/IEC 21000. A view of MPEC-21 aims to define multimedia framework to enable transparent use of multimedia resource across a wide range of networks and devices used by different communities. MPEG-21 will enable all-electronic creation delivery and trade of digital multimedia content and transparent usage of various content types on network device. Therefore, we can provide access to information and services from almost anywhere at anytime with various terminals and networks. In order to support multimedia delivery chain that contains content creation, production, delivery and consumption, we need many standards(elements) for identify, describe, manage and protect the content. Thus, we define Digital Item Player(DIP), Digital Item Adaptation(DIA) server and Tool server as primary objects of MPEG-21 multimedia framework. DIP provides a function which creates and consumes Digital Item(DI) as a kind of a digital object by user. A DI contains both media resources and metadata including rights information. DIA server deals with the usage environment description schema of the user characteristics, terminal and network characteristics and natural environments. DIA server adapts the original DI to the usage environment description sent from the terminal and transmits the adapted DI to the terminal. Tool server searches for a tool requested from DIP or DIA and downloads the best tool to DIP or DIA server. In this paper, we present how Tool sewer is organized and is used among 2 primary objects. The paper is structured as followings: Section 1 briefly describes why MPEG-21 is needed and what MPEG-21 wants. We see requirement that tool server must equip functionally in section 2. The proposed tool server,its structure and its functionality are presented in section 3. Section 4 explains a scenario that tool server transmits tool to DIP and shows the experimental result. The paper concludes in section 5.

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Prospects and Issues on the Expansion of AI Tech's Influence in Film Creation (AI 기술의 영상제작 분야 영향력 확대에 관한 전망과 쟁점)

  • Hanjin Lee;Minhee Kim;Juwon Yun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.4
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    • pp.107-112
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    • 2024
  • One More Pumpkin won the grand prize at the 2023 Dubai International AI Film Festival, and new possibilities were also opened through the International AI and Metaverse Film Festival (GAMFF), which was held for the first time in Korea. Generative works began to stand out in earnest, with 527 diverse works from 42 countries at home and abroad using AI and metaverse technology submitted to this contest. AI is being used in a variety of fields, including the creation and implementation of digital characters through combination with VFX, improving the efficiency of video production, and managing the overall video production process. This contributes to saving human and material resources required for production and significantly improving the quality of produced videos. However, generative AI also has ambiguity in copyright attribution, ethical issues inherent in the learned dataset, and technical limitations that fall short of the level of human emotion and creativity. Accordingly, this study suggests implications at the level of production, screening, and use, as generative AI may have an impact in more areas in the future.

Analysis of Mineral Resource Exploration and Strategy in Australia (호주 광물자원탐사와 전략분석)

  • Kim, Seong-Yong;Heo, Chul-Ho
    • Economic and Environmental Geology
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    • v.51 no.3
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    • pp.291-307
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    • 2018
  • Australia is the world's top gold, nickel, iron ore, lead, zinc and uranium, and is ranked in the top five in many other important minerals. Extension to existing resources will continue to support well-established local production. There are perceptions by some that Australia is a mature exploration destination where the easily won near-surface deposits were largely discovered many decades ago. In recent years, Australia faces increasing global competition for investment spending in all jurisdictions in which mineral exploration is encouraged. Many regional communities face the threat of losing their main economic driver as a number of long-term mines are reaching the end of their economic life. However, given the trend of increasing mineral demand due to the 4th industrial revolution, it is considered that Korea is also an opportunity to acquire global competitiveness of geoscience and mining technology by smart and digital mining, and by ICT-convergence technology R&D.

Development of virtual upcycling fashion design based on 3-dimensional digital clothing technology (디지털 클로딩 기술 기반 가상착의 업사이클링 패션디자인)

  • Chen, Tianyi;Yang, Eun Kyoung;Lee, Younhee
    • The Research Journal of the Costume Culture
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    • v.29 no.3
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    • pp.374-387
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    • 2021
  • The purpose of this study is to develop up-cycling fashion design methods centered on discarded denim material for the study of original up-cycling design methods. Up-cycling fashion design work was developed using digital clothing technology. This is a recent hot topic among sustainable fashion design methods. Up-cycling fashion design expression methods (categorized as dismantlement, collages, dépaysement, grafting, weaving, and tearing) were centered on design methods. These methods create various three-dimensional modeling effects in planar forms, whereby five pieces can be applied to the fabric and digitally produced. The results are as follows: First, the use of discarded denim fabric for the development of up-cycling fashion design pieces enabled the recycling of existing resources, provided solutions to environmental pollution problems, and provided expansion opportunities for design processes for sustainable fashion products that expand the design value of denim products and their utility. Second, new eco-friendly fashion designs that attempt to achieve diversity in modern fashion trends could be presented through formative contemporary fashion produced by up-cycling work products. Third, up-cycling fashion design work is expected to provide opportunities for eco-friendly fashion design methods. This will expand the value of sustainable fashion design by recycling simple waste materials through the use of three-dimensional digital clothing technology and further through the presentation of expanded life cycles that extend product planning, production, and life cycles.

A Case Study on Manufacturing Processes for Virtual Garment Sample

  • Choi, Young Lim
    • Fashion & Textile Research Journal
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    • v.19 no.5
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    • pp.595-601
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    • 2017
  • Advances in 3D garment simulation technology contribute greatly to consumers becoming more immersed in movies and games by realistically expressing the garments the characters in the movie or game are wearing. The fashion industry has reached a point where it needs to maximize efficiency in production and distribution to go beyond time and space in order to compete on the global market. The processes of design and product development in the fashion industry require countless hours of work and consume vast resources in terms of materials and energy to repeat sample production and assessment. Therefore, the design and product development tools and techniques must aim to reduce the sample making process. Therefore, this study aims to study a case for comparing the real garment sample making process to the virtual garment sample making process. In this study, we have analysed the differences between the real and virtual garment making processes by choosing designated patterns. As we can see from the study results, the real and virtual garments generally are made through similar processes in manufacturing, while the time consumed for each shows great variation. In real garment making, scissoring and sewing require the greatest number of work hours, whereas in virtual garment making, most of the time was spent in the simulation process.