• 제목/요약/키워드: Virtual Production

검색결과 484건 처리시간 0.024초

콘텐츠 산업에서 나타난 양방향 소통 가상존재 기술 및 특성 분석 (Analysis of Two-Way Communication Virtual Being Technology and Characteristics in the Content Industry)

  • 김정호;박진완;유태경
    • 방송공학회논문지
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    • 제25권4호
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    • pp.507-517
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    • 2020
  • 컴퓨터 그래픽스, 실시간 렌더링, 모션 캡처, 인공지능 기술의 발전과 함께 양방향 소통이 가능한 가상존재가 콘텐츠 산업에 등장하였다. 기술 및 플랫폼의 상용화로 인해 양방향 소통 가상존재가 제작되고 있지만, 가상존재들이 어떤 특성이 있으며 각 분야에서 어떻게 활용될 수 있을 것인지에 대한 분석이 부족하다. 이에 본 연구에서는 가상존재 제작을 위한 기술적 배경조사와 사례연구를 통해 양방향 소통 가상존재가 감정 교류에 필요한 특성에 대해 분석한다. 감정 교류에 필요한 특성은 상호작용, 개성, 자율성으로 나누어졌으며, 이 특성들을 중심으로 가상존재를 분류하며 양방향 소통 가상존재가 콘텐츠 분야에서 어떻게 활용될 것인지에 대해 고찰한다. 본 연구는 가상존재 제작에 필요한 기술적 배경 조사와 가상존재가 양방향 소통에 필요한 특성을 분석하는 기초연구로써 앞으로 가상존재를 활용한 콘텐츠 제작 및 활용 연구에 있어 유의미한 시사점을 제공할 것이라고 기대한다.

DEVELOPMENT OF A VIRTUAL FORGING FACTORY FRAMEWORK

  • Kao Yung-Chou;Sung Wen-Hsu;Huang Wei-Shin
    • 한국소성가공학회:학술대회논문집
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    • 한국소성가공학회 2003년도 The 8th Asian Symposium on Precision Forging ASPF
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    • pp.115-122
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    • 2003
  • This paper presents the development of a virtual forging factory framework. The technologies of virtual reality and relational database had been integrated in the developed framework using Microsoft $Windows^{(R)}$ programming as the main technique so as to emulate a physical forging factory. The developed virtual forging factory consists of forging cells and a forging cell is comprised of forging machine, forging die, and forging operations forming a forging production line. The technology of virtual reality had been successfully adopted in the production simulation of manufacturing such as CNC and robotics. However, the application in virtual forging factory seems to have not been studied yet. Potential application of a virtual forging factory can be beneficial to (1) computer aided instruction, (2) shorten the learning curve of a novice, (3) remote diagnosis and monitoring when remote monitoring and control technology and signal inspection is considered, (4) improve adverse forging environment when remote forging technology is applied, and (5) virtual reality application.

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초등학생의 가상현실 콘텐츠 제작 교육에 관한 연구 (A Study on Elementary Students' Virtual Reality Content Production Education)

  • 남충모;김종우
    • 정보교육학회논문지
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    • 제22권1호
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    • pp.33-40
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    • 2018
  • 본 연구는 초등학교 수업에 가상현실을 도입하고 가상현실 콘텐츠를 제작하는 교육을 통해 가상현실 콘텐츠 제작을 수업을 진행한 반과 적용하지 않은 반의 수업 차이를 알아보고자 하였다. 이를 위해 K. A. P. 설문조사지를 작성하였고, 설문 진행 후 가상현실 콘텐츠 제작 교육의 효과를 분석하였다. 가상현실 콘텐츠 저작도구로는 코스페이시스를 활용하였다. 블록리(blockly) 기반 프로그램으로 코딩을 할 수 있어 학생들이 기능을 익히기에 어렵지 않았다. 현장 분석 결과 실천 영역에서 성과가 나타났다. 이 수업 운영 경험을 바탕으로 가상현실을 활용한 수업을 초등학교 현장에 적용하고 연구하는 방법을 제시한다.

가상 기업을 위한 네트워크 기반 가상 생산 시스템에 관한 연구 (A Study on th Networked Virtual Manufacturing System for Virtual Enterprises)

  • 공상훈;한영근;이교일
    • 산업공학
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    • 제13권4호
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    • pp.639-645
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    • 2000
  • Virtual manufacturing systems that perform production activities ahead of real production in virtual world can reduce time and cost to develop, design, plan, and manage new products. In this paper, a virtual manufacturing system is constructed as a tool to support decision making by using VRML and Java. The basic structure of the virtual manufacturing system and the operation models are also presented. The developed system helps any related persons to share design and manufacturing information, and to perform their tasks collaboratively through Internet. The other function of the system is to monitor operation status in real time.

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언리얼엔진에서의 가상세계 창작을 위한 효율적 모듈화 연구 (A Study on the Efficient Modularization of Virtual World Creation in Unreal Engine)

  • 오민준
    • 산업융합연구
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    • 제20권11호
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    • pp.19-25
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    • 2022
  • 기존 게임 개발에서 가상세계 제작은 기준 없이 게임 요소들을 하나씩 배치하는 방식으로 이루어졌다고 판단된다. 여기에서 주목할 것은 투자 대비하여 과연 양질의 가상세계를 효율적으로 제작 되었는지에 대한 궁금증이다. 본 연구에서는 언리얼 엔진에서 모듈화라는 개념을 바탕으로 효율적 가상세계를 구축할 수 있는 방법론을 제안하고자 한다. 먼저 선행사례들을 분석하고 모듈화를 위한 기준요소를 5가지로 추출하였다. 또한 인스턴스 제작 파이프라인의 개념을 4단계로 구분하여 제안 하였으며, 도심형 가상세계 제작을 위한 최소단위의 인스턴스 모듈을 4가지로 압축하였다. 최종적으로 최소단위의 모듈과 기준요소를 바탕으로 구성된 도심형 가상세계를 구현하여 제시하였다. 결론적으로 이러한 효율성을 중심으로 하는 제작방식에 대한 연구는 디자이너나 아티스트가 제작에 소비해야 했던 시간을 아이디어와 창의력에만 집중할 수 있다고 사료된다. 연구 한계점으로는 기본이 되는 최소 모듈을 도시로 한정한 점과 언리얼 엔진으로 구현함에 있어 도출한 기준요소와 제작 파이프라인등에 대한 검증이 이루어지지 않았다는 점을 들 수 있다. 이에 보다 발전적인 모듈화 연구를 통하여 다양한 가상세계 생성 방안이 도출되기를 기대해본다.

An Integrated Simulation Method to Support Virtual Factory Engineering

  • Zhai, Wenbin;Fan, Xiumin;Yan, Juanqi;Zhu, Pengsheng
    • International Journal of CAD/CAM
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    • 제2권1호
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    • pp.39-44
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    • 2002
  • This paper presents a structure and architecture of an integrated simulation method (ISM) to meet the requirements of virtual factory engineering (VFE). Combining CAD, VR and discrete event simulation techniques, the ISM provides static and dynamic simulation functions for implementation of VFE throughout the lifecycle. The static simulation can be used to evaluate the factory layout. The dynamic simulation enables us to evaluate ergonomics of factory, process performance of production system, feasibility of production plan and operation of factory, and to train operators safely, which cover the whole VFE lifecycle. The principles of the key techniques of VFE, including virtual factory data management system (VFDMS), static and dynamic simulation, are also discussed. To demonstrate and validate the ISM, a case study has been carried out in an assembly factory.

자동차 가상생산 기술 적용 (I) - 생산준비 업무 분석 및 적용 전략 수립 (Virtual Manufacturing for an Automotive Company (I) - Workflow Analysis and Strategic Planning of Manufacturing Preparation Activities)

  • 노상도;이창호;한형상
    • 산업공학
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    • 제14권2호
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    • pp.120-126
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    • 2001
  • Virtual manufacturing is a technology facilitating effective development and agile manufacturing of products via sophisticated computer models representing physical and logical schema and behavior of real manufacturing systems including manufacturing resources, environments, and products. Based on these models, virtual manufacturing supports decision making and error checking in the entire manufacturing processes from design to mass production. At first, we analyzed manufacturing preparation activities of the four major production shops such as press, body assembly, painting and final assembly, of a Korean automotive company. We then developed the workflow models out of the analysis by the IDEF methodology, and generated a strategic plan for the systematic application of the virtual manufacturing technologies. We identified many manufacturing preparation activities that can be improved by the application of virtual manufacturing technologies. Finally, we estimated the effect of improvement including time savings in car development processes and corresponding cost savings.

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A Study on the Types of Virtual Influencers in China Using Q Methodology

  • LILI;Jong-Yoon Lee;ShanShan LIU;Jang Sun Hong
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.152-161
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    • 2023
  • Modern people live a life connected with the real world and the virtual world by relying on the new media of enterprises and social consumption led by innovative technologies. In this environment, virtual influencers actively communicate with consumers and build relationships through social media, which is a new marketing tool that has attracted widespread attention. From a business perspective, it is necessary to have a solid understanding of this phenomenon, and then explore communication strategies to effectively develop virtual influencers. To investigate followers' preference for virtual influencers, this study employs the Q-method, which studies human subjective attributes, an empirical research effort to uncover complex issues in human subjectivity. To determine the factors that trigger people's voluntary and active practice and the preference degree of virtual influencers, the Q method is implemented to examine human subjectivity, thoughts and attitudes. According to the results of this study, virtual influencers are a new group of idols full of vitality. The interviews found that there are still many virtual influencers who do not know about followers, but each type can be clearly understood through the intuitive understanding of the interviewees. Divided out, type 1 one egoideal virtual influencers aim to represent an idealized version of the creator or target audience. Embodies ideal physical characteristics, personality or lifestyle desired by the audience. Type 2 is charismatic and attractive, and has the characteristics of most virtual influencers. It is suggested that it can be developed into a potential type, doing brand cooperation, and content production on social media platforms. Type 3: Game animation, derived from the image of characters in games or comics, with stylized features and energetic personalities, which can be integrated into games or entertainment experiences. Type 4 development potential type is the most successful type among virtual imagers, and it is also the purpose of marketing virtual influencers. It is essential that brand endorsement on social media platforms, integrated marketing, and driving advertising traffic. It is recommended to improve production technology to reduce investment costs.

분류 및 코딩시스템을 이용한 디지털 가상공장 객체의 효율적 관리 (The Efficient Management of Digital Virtual Factory Objects Using Classification and Coding System)

  • 김유석;강형석;노상도
    • 한국CDE학회논문집
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    • 제12권5호
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    • pp.382-394
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    • 2007
  • Nowadays, manufacturing industries undergo constantly growing pressures for global competitions, and they must shorten time and cost in product development and production to response varied customers' requirements. Digital virtual manufacturing is a technology that can facilitate effective product development and agile production by using digital models representing the physical and logical schema and the behavior of real manufacturing systems including products, processes, manufacturing resources and plants. For successful applications of this technology, a digital virtual factory as a well-designed and integrated environment is essential. In this paper, we developed a new classification and coding system for effective managements of digital virtual factory objects, and implement a supporting application to verify and apply it. Furthermore, a digital virtual factory layout management system based on the classification and coding system has developed using XML, Visual Basic.NET and FactoryCAD. By some case studies for automotive general assembly shops of a Korean automotive company, efficient management of factory objects and reduction of time and cost in digital virtual factory constructions are possible.

3 시스템의 맞춤복 시장 적용가능성에 관한 연구 - 중년여성을 대상으로 - (A Study on Applicability of Custom-Tailored Clothing of 3D Virtual Clothing System - Focused on Middle-Aged Women -)

  • 이수연;이정순
    • 패션비즈니스
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    • 제14권4호
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    • pp.161-173
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    • 2010
  • This study aims to examine for efficient production methods of custom-tailored clothing and application of 3D virtual clothing system in custom-tailored clothing market, by producing and analyzing both real clothing and 3D virtual clothing. For this study, a middle-aged woman is selected as the subject figure and one-piece is selected as the experimental clothes item. In real clothing, I conducted the wearing evaluation for experts and the subject figure. And In the virtual clothing, I conducted the wearing evaluation with i-Designer using 3D virtual clothing on simulation program. There are some differences between the data from body scanning and the real body size. In the custom-tailored clothing market in which the fitness is important, the research which measures the more exact data is needed. And in the case of complicate design, the functions which measure the activity and the fitness variously and correct the parts of curves are needed. This study experiments the availability of application of 3D Virtual Clothing System in custom-tailored clothing market by selecting one-piece as the experimental clothes item. So the follow-up studies for the other designs and fabrics are needed. Also, if the studies for checking the clothes pressure, the amount of composure, the space between skin and clothing when the virtual model wearing clothes is walking or shaking his arms are proceeding, then 3D virtual clothing System is applicable in custom-tailored clothing market. But there are some restrictions and lack of education in virtual clothing System yet, and it makes hard for workers in clothing market to use it in real production. However, 3D virtual clothing System will be practical in real market if there would be more research on its usability and practicality, and workers in clothing market can be easily educated on techniques of 3D virtual clothing system.