• Title/Summary/Keyword: Virtual Assembly

Search Result 118, Processing Time 0.022 seconds

Research for the Element to Analyze the Performance of Modern-Web-Browser Based Applications (모던 웹 브라우저(Modern-Web-Browser) 기반 애플리케이션 성능분석을 위한 요소 연구)

  • Park, Jin-tae;Kim, Hyun-gook;Moon, Il-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2018.10a
    • /
    • pp.278-281
    • /
    • 2018
  • The early Web technology was to show text information through a browser. However, as web technology advances, it is possible to show large amounts of multimedia data through browsers. Web technologies are being applied in a variety of fields such as sensor network, hardware control, and data collection and analysis for big data and AI services. As a result, the standard has been prepared for the Internet of Things, which typically controls a sensor via HTTP communication and provides information to users, by installing a web browser on the interface of the Internet of Things. In addition, the recent development of web-assembly enabled 3D objects, virtual/enhancing real-world content that could not be run in web browsers through a native language of C-class. Factors that evaluate the performance of existing Web applications include performance, network resources, and security. However, since there are many areas in which web applications are applied, it is time to revisit and review these factors. In this thesis, we will conduct an analysis of the factors that assess the performance of a web application. We intend to establish an indicator of the development of web-based applications by reviewing the analysis of each element, its main points, and its needs to be supplemented.

  • PDF

Hand Haptic Interface for Intuitive 3D Interaction (직관적인 3D 인터랙션을 위한 핸드 햅틱 인터페이스)

  • Jang, Yong-Seok;Kim, Yong-Wan;Son, Wook-Ho;Kim, Kyung-Hwan
    • Journal of the HCI Society of Korea
    • /
    • v.2 no.2
    • /
    • pp.53-59
    • /
    • 2007
  • Several researches in 3D interaction have identified and extensively studied the four basic interaction tasks for 3D/VE applications, namely, navigation, selection, manipulation and system control. These interaction schemes in the real world or VE are generally suitable for interacting with small graspable objects. In some applications, it is important to duplicate real world behavior. For example, a training system for a manual assembly task and usability verification system benefits from a realistic system for object grasping and manipulation. However, it is not appropriate to instantly apply these interaction technologies to such applications, because the quality of simulated grasping and manipulation has been limited. Therefore, we introduce the intuitive and natural 3D interaction haptic interface supporting high-precision hand operations and realistic haptic feedback.

  • PDF

Problems and Improvement of Restrictions of Ad for Pay TV Market (유료방송시장의 광고규제 정체 원인과 규제완화 방안)

  • Cha, Young-Ran
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.8
    • /
    • pp.123-135
    • /
    • 2012
  • As contents go digital and networks go broadband, there are a lot of changes made to Ad market caused by multimedia and multichannel environment. While platforms as the contents distribution window are increasing, the reality is that additional Ad revenue through platforms is concentrated on mammoth exclusive media because there are small number of the media that has control over platforms is able to create production and provide capital. In addition, as Media rep laws is passed at the Assembly plenary session, tipping effect in Ad market concentrated to some media. In this reality, pay TV market is expected to be within its direct orbit as it is predicted to produce new contents and distribution growth thanks to a wide variety of genres and experimental challenge. Thus, this study is to propose the methodology and an alternative for pay Ad market expansion. As the result of this research, an improvement scheme of indirect advertisement, virtual advertisement, and prohibited advertising item is suggested, and methodology for advertising market expansion is suggested through enterprise and government.

Posture Analysis of Workers in an Excavator Factory Using 3D Human Simulation (3D 작업자 시뮬레이션을 이용한 굴삭기 생산공정 작업자 자세분석)

  • Moon, Dug-Hee;Baek, Seung-Geun;Zhang, Bing-Lin;Lee, Jun-Seok
    • Journal of the Korea Society for Simulation
    • /
    • v.15 no.3
    • /
    • pp.93-101
    • /
    • 2006
  • Recently, work-related musculoskeletal disorders (WMSDs) become a hot issue in the industrial fields. To prevent the potential risk of workers, various approaches have been adopted. One of the approaches is to improve the design of product, that of jig (or fixture) and that of workstation in the early stage of the development. 3D simulation technology is known as the powerful method for detecting such problems before constructing the workstation, because it is possible to evaluate the posture of worker using 3D models in a cyber space. It enables to find the unexpected problems and save the time and cost for redesign and rework. This paper introduces a 3D simulation case study of workers in an excavator factory. 3D models of products, jigs were developed with CATIA. The assembly processes were animated in IGRIP and DPM. Finally the various postures of worker were simulated using Human. As a result, some postures were analysed as the risky jobs and the result of simulation was used to improve the system.

  • PDF

A Study of Home-furnishing Products Strategy through the Consumption Tendency Analysis of Single Household (1인 가구의 소비성향 분석을 통한 홈퍼니싱 제품전략 연구)

  • Kim, Taesun
    • Journal of the Korea Furniture Society
    • /
    • v.27 no.3
    • /
    • pp.237-245
    • /
    • 2016
  • Single households currently account for 26.5% of all households and their number is expected to continue to rise, reaching 34.5% by 2035. An analysis of the consumption trends and needs of single households shows that they are rising as a new consumer group with a focus on investment on the individual and favouring: small but high-tech products: efficient use of limited resources: safety and peace of mind: self-improvement and leisure. Products which meet such demands are having an impact on the growth of home-furnishing market. An analysis of companies in Korea's home-furnishing market, with examples like the lifestyle company IKEA, shows a variety of brands such as SPA brand, furniture specialist, distributor and character products. And yet most are OEM products which lack differentiated product lines and compete with similar display and distribution structure. We needs the Single household consumption tendency of home-furnishing market and differentiation strategy through product analysis. In order to increase the value of companies in the home-furnishing market, in addition to differentiated design, product competitiveness must aspire to higher customer satisfaction with easy assembly, innovation in logistics, innovative sales methods such as virtual-reality simulation for products and space, individually-tailored furniture for the needs of single household and products which combine smart technology. For home-grown home-furnishing brands to have competitiveness, they must leverage on the strengths of the industry, offering differentiated and competitive products in a wider range of areas with convergence functions as well as differentiation in consumer interface and application of advancing technology; in-depth product research is called for.

Design of a Programming Language and a Compiler for Test Systems (테스트 시스템을 위한 프로그래밍 언어와 컴파일러 설계)

  • Go, Hoon-Joon;Yoo, Weon-Hee
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.8 no.3
    • /
    • pp.356-365
    • /
    • 2002
  • Test systems verify and classify the various kinds of semiconductor products. So test systems need programs that can test the various special functions of hardware modules and products. Programs can be modified, compiled and executed by engineers. Consequently, the systems needs programming languages that can be easily programmed by engineers and their compilers that can compile and execute teat programs. In this paper we discuss the environment of programming languages and their compilers for the existing domestic teat systems. We design a programming language and implement its compiler that can be conveniently used by the experienced engineers in the industry field. Experimental results show that a newly designed test system with our programming language and compiler can teat products faster than the existing test system.

Study on AR/VR Model Generation Techniques Using Piping Isometric Drawing Files (배관 ISO도면 파일 기반 AR/VR모델 생성 기법 연구)

  • Lee, Jung-Min;Lee, Kyung-Ho;Kim, Yang-Ouk;Han, Young-Soo
    • Journal of the Computational Structural Engineering Institute of Korea
    • /
    • v.34 no.1
    • /
    • pp.19-24
    • /
    • 2021
  • This paper presents a method to generate three-dimensional AR/VR models using the information in Isogen data files (IDFs). An IDF is an output file produced by ISOGEN that contains piping isometric drawings. A piping isometric drawing is used for pipeline installation in the shipyard; therefore, the drawing describes assembly information with symbolic features, not with detailed geometric features. An IDF specifies relationships between piping routes and components with three-dimensional points and tag information as well as the bill of the materials of a pipeline. The key idea of this paper is that AR/VR models can be generated with the piping route points data and piping components tag information in real time, without any conversion of standard data exchange file formats, such as STP, IGES, and SAT. This paper describes IDF data structure and suggests the geometry generation process with IDF data and parametric functions.

The Satisfaction Research on the Multilateral Cooperative Military Training of Using the XR Technology (XR 기술을 활용한 다자간 협업 군사훈련 만족도조사)

  • Lee Yong Il
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.5
    • /
    • pp.23-28
    • /
    • 2024
  • So far, most of the military trainings were carried out in the field, and were influenced by the various parameters of the weather, the climate and the civil complaints regarding the noise. Also, it's the reality that the considerable time and resources are required to maneuver the weapon system used for the military training. Furthermore, the serious damage and casualties during tha military training are important parameters that can't be ignored. Recently, with the development of 5G communication networks and XR technologies, XR technologies are used in various fields that participate with multilateral parts, i.e. in military technology and training. In this paper, to implement the military education, 5G communication network and military education training system were established. The military education training system were composed that over 10 persons were possible to train in the various circumstances such as counter combat, mountains combat, urban combat and beaches combat. Also it is possible to fight with AI combatants, and train the gun disassembly and assembly, and train the various firing exercise. The military training system of using XR technologies were applied to the multilateral military training, and we analyzed the satisfaction results for the experienced persons of this XR system.