• 제목/요약/키워드: Virtual Process

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가상 현실 기반 철강 공정 조업 교육 시스템 (Virtual-reality-based Operation Training System for Steel Making Process)

  • 최자영;이진휘;김용수;김석
    • 제어로봇시스템학회논문지
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    • 제21권8호
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    • pp.709-712
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    • 2015
  • This paper will introduce the development case study about virtual-reality-based operation training system for steel making process. Steel making process consist iron making process to create liquid steel, pig iron, by reduction process, steel making process to make molten steel by refining, continuous casting process to make slab, and rolling process to make final product like coil, plate. This steel making process deals with liquid and solid products, so facilities of steel making process are very various and complicated. In addition, according to various customer requirements, the recycle of facilities and recipes changing have been fast. So the training for skilled operators is very important point. In this paper, we develop steel making training system based virtual reality for training skilled operator. This system consists of virtual machine, virtual HMI, and virtual control panel. And for fitting the characteristics of each process and increasing the education effectiveness, we develop dynamic methods like the method of dynamic education system configuration, initial facilities setup operation education system, and etc.

웹을 이용한 실시간 소성가공의 해석에 관한 연구 (A Study on the Real Time Analysis of Plastic Deformation Process using WWW(World Wide Web))

  • 이상돈;최호준;방세윤;임중연;이호용
    • 소성∙가공
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    • 제12권2호
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    • pp.110-115
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    • 2003
  • This paper is concerned with the compression test and forming process of flange by using virtual reality and analysis(simulation) program. This virtual manufacturing can be carried out one personal computer without any expensive devices for experiment. The virtual manufacturing composed of three modules such as the imput, calculation and the output modules on internet. Internet user can give the material's property and process parameters to the sever computer at the input module. On the calculation module, a simulator computes the virtual manufacturing process by analysis program and stores the data as a file. The output module is the program in which internet user can confirm virtual manufacturing results by showing tables, graphs, and 3D animation. This programs is designed by an internet language such as HTML, CGI, VRML and JAVA ,while analysis programs use the finite increasing, the virtual manufacturing technique will substitute many real experiments in the future.

BPMS 기반 항만물류 가상기업의 구현 (Implementation of a BPMS-based Virtual Enterprise in the Port Logistics Industry)

  • 한용호
    • 경영과학
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    • 제25권3호
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    • pp.73-85
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    • 2008
  • First we provide an overview of how virtual enterprise works, including the lifecycle of a virtual enterprise, expected benefits from a virtual enterprise, and various types of collaborative networks. Next we focus on a problem encountered in the port logistics industry and suggest that implementation of a virtual enterprise can be a good solution to the problem. Then we suggest a prototype of the virtual enterprise in the port logistics industry and a freight transportation process as a business process in the prototype. And then we introduce major functions of the business process management system (BPMS) which, in general, can be regarded as a tool to create the virtual enterprise. Finally by adopting a specific BPMS, we illustrate how to design and implement the freight transportation process in the prototype.

고준위폐기물 처분공정 개념분석을 위한 가상환경 구축 (Implementation of a Virtual Environment for the HLW Disposal Process Analyses)

  • 이종열;조동건;최희주;김성기;최종원
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2005년도 춘계학술대회 논문집
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    • pp.1636-1639
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    • 2005
  • The process equipment and remote handling for the deep geological disposal of high-level radioactive waste(HLW) should be checked prior to the operation in view of reliability and operability. In this study, the concept of virtual environment workcell is implemented to analyze and define the feasible disposal process instead of real mock-up, which is very expensive and time consuming. To do this, the parts of process equipment for the disposal and maintenance will be modeled in 3-D graphics, assembled, and kinematics will be assigned. Also, the virtual workcell for the encapsulation and disposal process of spent fuel will be implemented in the graphical environment, which is the same as the real environment. This virtual workcell will have the several functions for verification such as analyses for the equipment's work space, the collision detection, the path planning and graphic simulation of the processes etc. This graphic virtual workcell of the HLW disposal process can be effectively used in designing of the processes for the hot cell equipment and enhance the reliability of the spent fuel management.

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Development of the Maintenance Process Using Virtual Prototyping for the Equipment in the MSM's Unreachable Area of the Hot cell

  • Lee, Jong-Youl;Song, Tai-Gil;Kim, Sung-Hyun;Yoon, Ji-Sup
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2003년도 ICCAS
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    • pp.1354-1358
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    • 2003
  • The process equipment for handling high level radioactive materials like spent fuels is operated in a hot cell, due to high radioactivity. Thus, this equipment should be maintained and repaired optimally by a remotely operated manipulator. The master-slave manipulators(MSM) are widely used as a remote handling device in the hot cell. The equipment in the hot cell should be optimally placed within the workspace of the wall-mounted slave manipulator for the maintenance operation. But, because of the complexity in the hot cell, there would be some parts of the equipment that are not reached by the MSM. In this study, the maintenance process for these parts of the equipment is developed using virtual prototyping technology. To analyze the workspace of the maintenance device in the hot cell and to develop the maintenance processes for the process equipment, the virtual mock-up of the hot cell for the spent fuel handling process is implemented using IGRIP. For the implementation of the virtual mock-up, the parts of the equipment and maintenance devices such as the MSM and servo manipulator are modeled and assembled in 3-D graphics, and the appropriate kinematics are assigned. Also, the virtual workcell of the spent fuel management process is implemented in the graphical environment, which is the same as the real environment. Using this mock-up, the workspace of the manipulators in the hot cell and the operator's view through the wall-mounted lead glass are analyzed. Also, for the dedicated maintenance operation, the analyses for the detailed area of the end effectors in accordance with the slave manipulator's position and orientation are carried out. The parts of the equipment that are located outside of the MSM's workspace are specified and the maintenance process of the parts using the servo manipulator that is mounted in the hot cell is proposed. To monitor the process in the hot cell remotely, the virtual display system by a virtual camera in the virtual work cell is also proposed. And the graphic simulation using a virtual mock-up is performed to verify the proposed maintenance process. The maintenance process proposed in this study can be effectively used in the real hot cell operation and the implemented virtual mock-up can be used for analyzing the various hot cell operations and enhancing the reliability and safety of the spent fuel management.

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P3R 정보 기반의 가상현실 모델을 이용한 공장 품평에 관한 연구 (A Study on Factory Review Using Virtual Reality Model based on P3R Information)

  • 이주연;최상수;박양호;노상도
    • 한국CDE학회논문집
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    • 제15권5호
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    • pp.343-353
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    • 2010
  • Time to market and cost-efficient production are some of the challenge that manufacturing industries face. Modern methods of engineering can't help such organizations attain competitive advantage. To help these situations, MEMPHIS (Middleware for Exchanging Machinery and Product Data in Highly Immersive Systems) was introduced as an approach that enables VE (Virtual Engineering) and links engineering applications with VR (Virtual Reality) solutions. Thus an environment is provided to implement virtual design reviews and enable the application of virtual prototyping methods. However MEMPHIS could just handle Product data for virtual design review and simulation. In this paper, we newly define and develop the extended MEMPHIS that enables virtual manufacturing with Process, Resource and Plant data as well as Product data.

A Case Study on Manufacturing Processes for Virtual Garment Sample

  • Choi, Young Lim
    • 한국의류산업학회지
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    • 제19권5호
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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.

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

  • 김진백;오창규
    • Asia pacific journal of information systems
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    • 제16권3호
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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.

가상현실(VR)을 활용한 참여형 공간설계방법론 (A Participatory Spatial Design Methodology using Virtual Reality)

  • 최재연;김은형
    • 지적과 국토정보
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    • 제46권2호
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    • pp.253-267
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    • 2016
  • 본 연구는 공간설계의 전반적인 참여를 위해서 가상현실을 적용시키는 방법론에 대한 논문이다. 현재의 공간설계의 참여는 일방적 정보전달의 과정, 정보이해의 어려움, 공간설계 단계의 제한적 참여라는 문제를 가지고 있다. 이런 문제점 해결을 위해 참여사다리의 마지막 단계로 제시되었던 PPGIS와 Geodesign의 비전인 가상현실은 참여의 수단으로 주목 받고 있다. 본 논문은 이러한 가상현실을 설계과정에 활용시키는 참여형 설계방법론을 제시하고자 한다. 이를 위해 본 논문은 참여와 가상현실에 대한이론 고찰을 통해 가상현실이 참여를 지원 할 수 있음을 확인하였고, 설계과정에서 가상현실이 수행해야 할 역할의 도출을 위해 설계과정과 참여과정을 비교하였다. 이 과정의 결과를 통해 가상현실을 활용한 참여형 공간설계 방법론을 제시한다. 또한, 방법론의 증명을 위해 설계과정에 적용하여 각 단계별 가상현실을 구현하고, 각 단계별 역할의 수행여부를 확인하여 방법론을 증명하였다. 증명의 결과로, 가상현실 체험을 통한 경험이 설계안을 효과적으로 이해시킬 수 있고 또한 가상현실을 통한 상호작용이 가능함을 증명하였고 이는 설계과정에서의 전반적인 참여가 가능하다는 것을 확인 하였다.

수송장비의 실시간 가상 시뮬레이션을 위한 3차원 데이터베이스의 체계적인 구축 프로세스 (A Systematic Construction Process of 3D Database for Realtime Virtual Simulation of Transportation Equipments)

  • 김보현
    • 산업공학
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    • 제16권2호
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    • pp.258-267
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    • 2003
  • Recently, virtual reality technologies have been rapidly developed and realtime virtual simulation methods have been extensively employed for several application areas such as game, sports, manufacturing, military, and so on. A 3D database in realtime virtual simulation plays a key role because it makes users feel reality in virtual space. In a application view of 3D database, a systematic construction approach is required to reduce its construction time and increase its quality. However, many researches have been mostly focused on realtime graphic issues and its key technologies. In virtual simulation of transportation equipments, this paper proposes a systematic construction process of 3D database consisting of four stages as follows: 1) determine the activity space of a equipment, 2) collect data related to 3D database construction, 3) make a 3-dimensional modeling strategy, and 4) generate and evaluate a 3D model. This paper also introduces a new procedure of 3D environment modeling, which summarizes and expands our modeling experiences, to be used as a modeling guide.