• Title/Summary/Keyword: Virtual Process

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An Empirical Study on The Influence Factor of Virtual Enterprise Implementation in Automobile Part Industry (가상기업의 성공적 구현을 위한 영향요인에 관한 연구 -자동차부품산업을 중심으로-)

  • 문태수
    • Journal of Information Technology Applications and Management
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    • v.10 no.3
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    • pp.121-142
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    • 2003
  • Most of companies related to the area of B2B electronic commerce are making their efforts to innovate their existing business process into new designed process based on the concept of virtual enterprise. Virtual enterprise can take on many forms and definitions. Nevertheless, the rationale for this business model is clear cooperate to compete, the virtual organization advocates collaboration, partnerships, alliance and similar ideas. This studyintends to suggest an empirical clue to test several hypotheses related to the influence of environmental. organizational, and technological factor to the successful implementation of virtual enterprise in automobile industry. This research surveyed 91 corporations in Korean automobile part industry. Among those samples 86 data of corporate general managers turned out to be statistically valid. This study performed the factor analysis, Cronbach-alpha test. Pearson correlation analysis for testing the validity and the reliability of this research. The results of factor analysis and reliability test indicate that thirty issues to be surveyed are to be grouped into nine factors. The result of multiple regression shows that the influencing factors of eight independent variables on a dependent variable are cooperation between partners, information intensity, IT compatibility, IS maturity. The partners in the strategic alliance will have to trust each other in carrying out their designated roles and responsibilities. and supplying the correct information critical for creating value in virtual business environment.

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A Study on the Application of 3D Digital Technology to Producing Cyber Fashion Gallery (3D 디지털 기술을 활용한 패션 갤러리 제작에 관한 연구)

  • Kim, Ji-Eon
    • The Research Journal of the Costume Culture
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    • v.15 no.3 s.68
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    • pp.446-460
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    • 2007
  • This study shows that digital technology is adapted practical method in fashion design process and virtual simulation and cyber fashion gallery based on virtual reality are researched. This study is proposed the 3D fashion design simulation in the virtual space used on 3D studio max, poser, photoshop program according to fashion design process. The main design concept is "temporary bridge" from rainbow. This study is supposed six fashion design in accordance with three sub-theme under main concept by changing color and texture used on 3D simulation. The results of this study are as follows: 1. This study produced Cyber Fashion Gallery in virtual space to the form of CD Rom title and web title by Macromedia Director 8.5, Macromedia Flash, Sound Forge. And it is enlarged the field of expression in aspect of Fashion Exhibition, beyond restriction of time and space. 2. Clothes modelling tools is able to easily adapt to various textiles and patterns in 3D dynamic virtual mannequin before making clothes. Digital technology is able to express image changed color and texture, especially new material, multi-finishing material and brilliant material and so on. So this study is able to develop tools for study of fashion coordination. 3. Cyber Fashion Gallery consists of gallery, story, painting, symbolism, example, image, quit. This study is enlarged the range of clothing expression by digital technology and open to possibility customized-manufacture.

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Numerical Investigation of Collection Efficiency of Virtual Impactor with Electro-Aerodynamic Lens (전기-공기역학적 렌즈를 이용한 가상임팩터 포집효율에 관한 수치적 연구)

  • Zahir, Muhammad Zeeshan;Yook, Se-Jin
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.18 no.7
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    • pp.63-70
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    • 2019
  • An electro-aerodynamic lens for improving the performance of virtual impactor has been proposed in this study. ANSYS FLUENT Release 16.1 was used for numerical analysis of virtual impactor with and without the electro-aerodynamic lens, used to collimate the incoming aerosol particles into a particle beam before injecting the particles into the virtual impactor. Particles supplied to the electro-aerodynamic lens were assumed to be highly charged. By using an aerodynamic lens before the virtual impactor, without any electrostatic effect, it was found that the cut-off diameter of the virtual impactor was reduced from $4.2{\mu}m$ to $0.68{\mu}m$ and that the fine particle contamination problem became more serious. However, by employing the combined electrostatic and aerodynamic effects, that is, by applying electric voltage potential to the electro-aerodynamic lens, the cut-off diameter was found to be further reduced to $0.45{\mu}m$ and the fine particle contamination was eliminated.

A Study on 3D Virtual Clothing Fashion Design Applying Frank Stella Painting

  • Yeonji Lee;Sohee Um
    • Journal of Fashion Business
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    • v.27 no.6
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    • pp.1-17
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    • 2023
  • This study aimed to develop a modern textile design based on the formability of Frank Stella's paintings and to develop and present a fashion design that combines modern sensibility as a 3D virtual clothing program. The formative characteristics of Frank Stella's work were 'unity due to regular stripes', 'asymmetry due to geometric surface division', and 'decorabilitydue to colorful use'. Based on this, costume patterns and textiles based on Frank Stella's paintings were developed and six 3D virtual fashion design works were produced. The conclusion was as follows. First, it was confirmed that Frank Stella's work has a very wide range of applications to fashion products as abstract expression and minimal simplicity coexist visually. Second, various colors and forms of Frank Stella's paintings could be developed using textiles with visual formability, and originality as a fashion work applied with paintings could be maximized. Third, the development of 3D fashion using virtual programs had the ease of time efficiency, cost reduction, and spatiotemporal expansion of work processing compared to the actual costume production process. In addition, the simulation of 3D virtual wear made it easy to modify and recover the position of the textile to be applied to the costume and create a new design in the process of transforming the position of various textiles. It is expected that this study results will be used as basic data for the future conversion content industry in the painting and fashion industries.

Study on the 3D Virtual Ground Modeling and Application for Real-time Vehicle Driving Simulation on Off-road (실시간 야지주행 시뮬레이션을 위한 3차원 가상노면의 구성 및 적용에 대한 연구)

  • Lee, Jeong-Han;Yoo, Wan-Suk
    • Transactions of the Korean Society of Automotive Engineers
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    • v.18 no.4
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    • pp.92-98
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    • 2010
  • Virtual ground modeling is one of key topic for real-time vehicle dynamic simulation. This paper discusses about the virtual 3D road modeling process using parametric surface concept. General road data is a type of lumped position vector so interpolation process is required to compute contact of internal surface. The parametric surface has continuity and linearity within boundaries and functions are very simple to find out contact point. In this paper, the parametric surface formula is adopted to road modeling to calculate road hight. Position indexing method is proposed to reduce memory size and resource possession, and a simple mathematical method for contact patch searching is also proposed. The developed road process program is tested in dynamic driving simulation on off-road. Conclusively, the new virtual road program shows high performance of road hight computation in vast field of off-road simulation.

An Account of Virtual and Augmented Reality in Educational Institutions

  • Al-Salami, Sami Ben Shamlan Bakhit
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.137-142
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    • 2022
  • This paper argues for modern technologies in the educational process. It specifically outlines issues germane to virtual and augmented reality. It begins with an account on virtual reality and augmented reality, and touches on their characteristics, the advantages, obstacles and applications. It also discusses some relevant studies that emphasized the role of virtual and augmented reality in education, the difference between two terms. The paper ends with a note of vision on how to activate them in educational institutions.

Virtual Manufacturing for an Automotive Company(VII) : Construction and Application of a Virtual Press Shop (자동차 가상생산 기술 적용(VII) : 프레스 디지털 가상공장의 구축과 활용)

  • Kuk, Seung-Ho;Lee, Sang-Seok;So, Soon-Il;Noh, Sang-Do;Kim, H.S.;Shim, K.B.;Kim, J.Y.
    • IE interfaces
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    • v.21 no.3
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    • pp.322-332
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    • 2008
  • Digital Virtual Manufacturing is a technology to facilitate effective product developments and agile productions by digital model representing the physical and logical schema and the behavior of real manufacturing system, and it includes product, resources, processes and plant. For successful applications of this technology, a digital virtual factory as a well-designed and integrated environment is essential. In this research, we constructed a sophisticated digital virtual factory of a Korean automotive company's press shop. For efficient constructions of a digital virtual factory useful to kinematic simulations and visualizations, we analyzed entire business process and detailed activities of press engineering. Also, we evaluated geometries, structures, characteristics and motions of a plant and machines in press shop. The geometric model and related data of a virtual press shop are built and managed by a modeling standard defined in this paper. The virtual manufacturing simulation of press machines is conducted to evaluate kinematic motions, cycle time and locations of components using geometric models and related data. It's for interference checks and productivity improvements. We expect that this virtual press shop helps us to achieve great savings in time and cost in many manufacturing preparation activities in the new car development process of automotive companies.

The Growth and Behavior of a Virtual Life by using Genetic Algorithm

  • Kwon, Min-Su;Kim, Do-Wan;Hoon Kang
    • Journal of the Korean Institute of Intelligent Systems
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    • v.13 no.5
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    • pp.621-626
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    • 2003
  • In this paper, we modeled a virtual life (VL) that reacts to the user s action according to its own behavioral characteristics and grows itself. We established some conditions with which such a VL is designed. Genetic Algorithm is used for the growth process that changes the VL s properties. In this process, the parameter values of the VL s properties are encoded as one chromosome, and the GA operations change this chromosome. The VL s reaction to the user s action is determined by these properties as well as the general expectation of each reaction. These properties are evaluated through 5 fitness measures so as to deal with multi-objective criteria. Here, we present the simulation of the growth Process, and show some experimental results.

Virtual Disassembly

  • Mo, Jianzhong;Zhang, Qiong;Gadh, Rajit
    • International Journal of CAD/CAM
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    • v.2 no.1
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    • pp.29-37
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    • 2002
  • De-manufacturing is an entire process of collecting, disassembling, reusing, refurbishing, recycling, and/or disposing products that are obsolete or un-repairable. Designing the products for inexpensive and efficient disassembly enhances the ease of de-manufacturing. Virtual disassembly addresses the difficulty and the methods to disassemble a product in design stage rather than really disassemble a product at the end of its life cycle. Based on the virtual disassembly analysis results, design will be improved for better assembling/disassembling. This paper presents a systematic virtual disassembly methodology such as disassembly relation modeling, path/sequence automatic generation and evaluation. This paper also presents a new virtual disassembly interface paradigm via virtual reality technology for disassembly simulation in virtual environment.

Fast Measurement of Eyebox and Field of View (FOV) of Virtual and Augmented Reality Devices Using the Ray Trajectories Extending from Positions on Virtual Image

  • Hong, Hyungki
    • Current Optics and Photonics
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    • v.4 no.4
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    • pp.336-344
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    • 2020
  • Exact optical characterization of virtual and augmented reality devices using conventional luminance measuring methods is a time-consuming process. A new measurement method is proposed to estimate in a relatively short time the boundary of ray trajectories emitting from a specific position on a virtual images. It is assumed that the virtual image can be modeled to be formed in front of one's eyes and seen through some optical aperture (field stop) that limits the field of view. Circular and rectangular shaped virtual images were investigated. From the estimated ray boundary, optical characteristics, such as the viewing direction and three dimensional range inside which a eye can observe the specified positions of the virtual image, were derived. The proposed method can provide useful data for avoiding the unnecessary measurements required for the previously reported method. Therefore, this method can be complementary to the previously reported method for reducing the whole measurement time of optical characteristics.