• Title/Summary/Keyword: Virtual Process

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A Framework for Supporting Virtual Engineering Services Using Ubiquitous and Context-Aware Computing (가상공학 서비스를 위한 유비쿼터스 및 상황인식 컴퓨팅 프레임워크)

  • Seo D.W.;Kim H.;Kim K.S.;Lee J.Y.
    • Korean Journal of Computational Design and Engineering
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    • v.10 no.6
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    • pp.402-411
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    • 2005
  • Context-aware engineering services in ubiquitous environments are emerging as a viable alternative to traditional engineering services. Most of the previous approaches are computer-centered rather than human-centered. In this paper, we present a Ubiquitous and Context-Aware computing Framework for collaborative virtual Engineering $(U-CAF\acute{E})$ services. The proposed approach utilizes BPEL-based (Business Process Execution Language) process templates for engineering service orchestration and choreography and adopts semantic web-based context-awareness for providing human-centered engineering services. The paper discusses how to utilize engineering contexts and share this knowledge in support of collaborative virtual engineering services and service interfaces. The paper also discusses how Web services and JINI (Java Intelligent Network Infrastructure) services are utilized to support engineering service federations and seamless Interactions among persons, devices, and various kinds of engineering services.

The Effect of Virtual Reality Simulation Education on Nursing Process Competency (가상현실 시뮬레이션 교육이 간호과정 수행능력에 미치는 효과)

  • Lim, Jung-Hye
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.401-409
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    • 2021
  • This study was performed to identify the difference in nursing process competency, critical thinking disposition and self-efficacy after applying virtual reality simulation education. The data were collected from 31 nursing college students using URL from February to April 2021 and analyzed SPSS 22.0. The pretest and posttest result of each group showed statistically significant improvements in nursing process competency(t=-3.776, p=.001), critical thinking disposition(t=-3.608, p=.001) and self-efficacy(t=-3.580, p=.001). As a result of this study, it was found that virtual reality simulation education improve nursing process competency, critical thinking disposition and self-efficacy of nursing students. Therefore, virtual reality simulation education will be the basis for preparing effective clinical practice education strategies for nursing students. It is suggested to have follow-up studies on virtual reality simulation education and various scenarios should be developed.

Detailed Control Technology required for industrial processes based on virtual reality and augmented reality (가상현실과 증강현실 기반의 산업용 공정에 필요한 세부 제어 기술에 관한 연구)

  • Lee, Seok-Hee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.9
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    • pp.1214-1219
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    • 2021
  • Virtual augmented reality technology is rapidly growing due to the development of hardware and software technology. The perspective on the application of industrial technology using this virtual augmented reality is at an early stage. Beginning with entertainment elements in Korea, there are many demands and demands in education, culture, tourism, sports, arts, medicine, disasters, and defense. In this paper, the study of the process of applying the process for the application of industrial virtual reality technology and augmented reality technology and the design of the technology according to the various operations necessary for the specific process are conducted. The study contains research results to provide services for training and actual process through virtual reality and augmented reality technology. This suggests that many industrial applications will be possible in the future.

Simulating a Time Reversal Process for A0 Lamb Wave Mode on a Rectangular Plate Using a Virtual Sensor Array Model (가상 탐지자 배열 모델을 이용한 직사각형 판에서 A0 램파 모드 시간반전과정 모사)

  • Park, Hyun-Woo
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.20 no.5
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    • pp.460-469
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    • 2010
  • This paper presents the analysis of a time reversal process for $A_0$ Lamb wave mode($A_0$ mode) on a rectangular plate. The dispersion characteristic equation of the $A_0$ mode is approximated using the Timoshenko beam theory. A virtual sensor array model is developed to consider the effects of reflections occurring on the plate boundary on the time reversal process. The time reversal process is formulated in the frequency domain using the virtual sensor array model. The reconstructed signal is obtained in the time domain through an inverse fast Fourier transform. The validity of the proposed method is demonstrated through the comparison to the numerical simulation results computed by the finite element analysis.

A Process Model for Virtual Collaboration: Theoretical Synthesis and Empirical Exploration (가상협업을 위한 프로세스 모형)

  • Suh, A-Young;Shin, Kyung-Shik
    • Asia pacific journal of information systems
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    • v.18 no.2
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    • pp.73-94
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    • 2008
  • When individuals collaborated in virtual settings, communication is medicated through a variety of communication technologies, and is associated not only with communication effectiveness but also with socio-emotional interactions among group members. In this regards, scholars have examined how technology-mediated communication systems can be designed and used to facilitated communication interaction. However, the empirical results of the previous studies have revealed inconsistencies in the effects of communication media on users' behavioral or attitudinal responses, and on their viable effectiveness in organizations. Some studies claim that computer-mediated communication(CMC) is task-oriented but not suitable for emotional expression since it hinders close interpersonal interaction. On the other hand, some studies argue that individuals are able to develop interpersonal relationships more effectively in a CMC environment than in an FtF-environment. Due to the different perspectives, a theoretical gap exists, and it leads to the inconsistent research findings. The purpose of this paper is to combine the two different perspectives into single unified model, thereby providing a more realistic and comprehensive understanding about virtual collaboration. The present study here sought to answers the following questions with organizational communication perspective: What are the major components of virtual collaboration? What factors affect the performance of virtual collaboration? And what kind of managerial efforts should organization make in order to facilitate CMC media effectiveness in virtual collaboration? Although there is a certain belief that new media, namely technology-mediated communication support would create new opportunities, the problem of "how" or "why" has been an important question that is still not fully addressed. In this regards, we collectively reexamined previous literatures with major issues which are still controversial and integrated various theoretical activity within computer-mediated communication domain: task-oriented approach, socio-emotional approach, and evolutionary psychological approach. Our first contribution is to develop a framework for virtual collaboration by combining two different perspectives into a single unified model, providing a more realistic and comprehensive understanding. The second main contribution is the joint modeling of both social presence and cognitive effort, and the effects on two distinct but important communication outcomes(i.e., take performance and relational development). We tested the research hypotheses which were developed based on the various CMC theories using data gathered through a self-administered mail survey of 127 individuals of 69 virtual workgroups. The proposed model was supported, providing preliminary evidence that the tension between two opposite view should be integrated. The results show that the individual's psychological processes(social presence and cognitive effort) in a virtual environment significantly mediated the effect of CMC inputs (media richness, user adaptation, and shared contest) on the CMC outputs (task performance and relational development). Furthermore, this study shows that the lack of perceived media richness of CMC media can be complemented by user adaptation and shared context. Based on the results, we discuss how communication system should be designed and implemented so as to promote virtual interaction as well as how a virtual workgroup should be composed to complement the lack of media richness. A virtual collaboration using CMC media may create new value by overcoming the logistical constraints. On the other hand, it may also generate various managerial risks such as communicational depersonalization, process dissatisfaction, and low cohesion. Therefore, this study suggests that organization managers should carefully choose the CMC mediums and monitor individual member's cognitive and affective psychological processes during virtual collaboration to reduce potential risks in virtual collaboration.

Web-based Visualization of Forging Operation by Using Virtual Reality Technique

  • Lee, Young-Seok;Hwang, Ho-Jin;Oh, Jea-Woo;Park, Man-Jin;Lee, Tae-Hong;Jang, Dong-Young
    • Proceedings of the Korea Society for Simulation Conference
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    • 2001.10a
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    • pp.274-279
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    • 2001
  • This paper presented a virtual manufacturing simulation system by using Virtual Reality Modeling Language (VRML) and Finite Element Method(FEM). The system is to simulate forging operation. Stress distributions and deformation profiles as well as the operation of forging machine can be simulated and visualized in the web. Since the forging machine, user interface, and specimen were modeled by using Java and VRML, the forging machine and analysis results were browsed and integrated on the web that is interfaced to users through EAI to show the whole forging simulation. The developed system realized the working environment virtually so that education and experiment of forging process could be performed effectively even on the PC.

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A Development direction of the building structural system based on the 3D virtual construction (3차원 가상건설기반 건축구조시스템의 개발방향)

  • Shin, Tae-Song;Cho, Young-Sang;Cheon, Jin-Ho
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2007.04a
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    • pp.346-351
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    • 2007
  • As the construction technology is rapidly advancing internationally, the necessity of virtual construction technology development is drastically demanded in the construction industry together with a fusion technology with information technology(IT). The construction technology will be changed as the paradigm of construction technology in the future. The establishment of building structural system in the virtual construction basis is necessary for the integration of construction process, and it will be expected to produce the effect of reduction of construction period and quality improvement through the environment of integration. This study is to present the analysis of the existing process of structural design, the content of research & development as per the building structural system on virtual construction basis and the direction of research.

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A Study On The Virtual Space Simulation Expression Using Graphic Process Unit (GPU를 활용한 공간 가상 시뮬레이션 표현에 관한 연구)

  • Kim, Jong-Hyun;Kim, Suk-Tae
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.11a
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    • pp.80-83
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    • 2004
  • It is impossible to do real verification on design spaces before their completions due to the characteristics of building and interior space designs. So, in designing spaces, designers should reflect their real experiences in their lives into their design works. 3D games where GPU and other kinds of advanced technologies have bee applied first show their leads in technologies have bee applied first show their leads in technologies about 5 years than VRML. Those games which are produced reflecting real environment as it is could be regarded as the most excellent tool in their completeness level of physical environment due to their characteristics. This means that if 3D game engines employing GPU are used effectively they could be used as a presentation tool for virtual spaces. This study studies the expressions of virtual constructions through 3D game engines employing GPU, not in VRML-based virtual spaces on Webs but in immersion-type virtual spaces.

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Using Neural Network Algorithm for Bead Visualization (뉴럴 네트워크 알고리즘을 이용한 비드 가시화)

  • Koo, Chang-Dae;Yang, Hyeong-Seok;Kim, Jung-Yeong;Shin, Sang-Ho
    • Journal of Welding and Joining
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    • v.31 no.5
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    • pp.35-40
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    • 2013
  • In this paper, we propose the Tangible Virtual Reality Representation Method to using haptic device and feature to morphology of created bead from Flux Cored Arc Welding. The virtual reality was started to rising for reduce to consumable materials and welding training risk. And, we will expected maximize virtual reality from virtual welding training. In this paper proposed method is get the database to changing the input factor such as work angle, travelling angle, speed, CTWD. And, it is visualization to bead from extract to optimal morphological feature information to using the Neural Network algorithm. The database was building without error to extract data from automatic robot welder. Also, the Neural Network algorithm was set a dataset of the highest accuracy from verification process in many times. The bead was created in virtual reality from extract to morphological feature information. We were implementation to final shape of bead and overlapped in process by time to using bead generation algorithm and calibration algorithm for generate to same bead shape to real database in process of generating bead. The best advantage of virtual welding training, it can be get the many data to training evaluation. In this paper, we were representation bead to similar shape from generated bead to Flux Cored Arc Welding. Therefore, we were reduce the gap to virtual welding training and real welding training. In addition, we were confirmed be able to maximize the performance of education from more effective evaluation system.

The Korea Convergence Society A Study on the Optimization of Manufacturing Process through Motion Analysis and Virtual Reality (모션분석 및 가상현실을 통한 제조공정 최적화 방안연구)

  • Kim, Hyun-Jong;Hong, Jung-Wan;You, Yen-Woo
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.23-28
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    • 2017
  • For manufacturing industry to achieve efficient manufacturing process, improving a company's productivity and reducing cost is a required task of the current manufacturing companies. For design of efficient manufacturing process and improvement of productivity, efficient manufacturing process method is studied through removal of unnecessary elements analyzing motions and using test-bed linkage system based on virtual reality. When building process line after verifying optimization through virtual process arrangement simulation in advance, it is available to save additional cost for process modification or supplement to result in practical effects of improving a company's manufacturing competition. Reducing design period, improving equipment, making automation, realizing ergonomics, and improving process through this study, it will be available to achieve improvement of productivity, enhancement of quality, cost reduction as well as employees' satisfaction for safety and health.