• Title/Summary/Keyword: Virtual design model

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A Design and Implementation of User Interaction-Oriented Integrated Virtual Education System (사용자간 상호작용 지향적 통합 가상교육시스템의 설계 및 구현)

  • 박경환;문석원
    • Journal of Korea Multimedia Society
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    • v.1 no.2
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    • pp.215-223
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    • 1998
  • This paper introduces the method for a design and implementation of an integrated virtual education system WebClass which is based on the World Wide Web and maximizes the interaction among users. Existing virtual education systems did not provide a flexible integration of their functions as they included various interaction functions without user interaction models. We designed an user interaction model for supporting various instructional model and implemented user interfaces of WebClass based on the interaction model. Thus we developed an intergrated virtual education system that is based on user interaction model instead of amalgam of various interaction functions. WebClass support both synchronous and asynchronous sharing functions for user interactions. Our goal was to support and efficient virtual education by maximizing user interaction.

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Knowledge Sharing Model in Virtual Communities Considering Personal and Social Factors (개인적·사회적 요인을 고려한 가상 공동체에서의 지식 공유 모형)

  • Choi, Kyungsun;Ahn, Hyunchul
    • The Journal of Information Systems
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    • v.28 no.1
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    • pp.41-72
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    • 2019
  • Purpose Virtual communities (VCs) are becoming ever more important in these days, sometimes more than offline communities. Notably, they have become significant sources of knowledge sharing. Therefore, in order to foster a VC, it is very important to understand why people share their knowledge in the VC. Under this background, this paper aims at proposing the behavioral model best explains knowledge sharing activities in VCs. Design/methodology/approach We basically design our behavioral model for knowledge sharing in VCs based on theory of reasoned action (TRA). However, to understand knowledge sharing in VCs better, we specify knowledge sharing by dividing it into knowledge contribution and knowledge use. Also, instead of 'subjective norm', we adopt 'sense of virtual community (SOVC)' as a main social factor, which has been found to be important in the literature. We also include the antecedents such as 'quality of the shared knowledge', 'trust in community members', 'passion of the community leader', 'reciprocity', and 'self efficacy', which affect VC users' attitude towards knowledge sharing and SOVC. To test the hypotheses in our proposed model, we collected 253 valid surveys from the VC users. Structural equation modeling (SEM) using AMOS 23 is employed to assess the relationships proposed as the hypotheses. Findings Major findings are as follows. SOVC positively affects both intention to contribute knowledge and intention to use knowledge. And, trust in community members positively affects the attitude towards knowledge use and SOVC. The attitude towards knowledge use is also affected by the quality of the shared knowledge. Reciprocity is found to strongly positively affect the attitude towards knowledge contribution. However, passion of the community leader and self efficacy are found to have insignificant effect on SOVC and the attitude towards knowledge contribution respectively. Our study sheds a light on how to foster VCs from the perspective of knowledge management.

A Shipyard Simulation System using the Process-centric Simulation Modeling Methodology: Case Study of the Simulation Model for the Shipyard Master Plan Validation (공정 중심 시뮬레이션 모델링 방법론을 이용한 조선소 생산 시뮬레이션 시스템: 중일정계획 검증 시뮬레이션 모델 구축 사례를 중심으로)

  • Jeong, Yong-Kuk;Woo, Jong-Hun;Oh, Dae-Kyun;Shin, Jong-Gye
    • Korean Journal of Computational Design and Engineering
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    • v.21 no.2
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    • pp.204-214
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    • 2016
  • Shipbuilding process takes a long time for producing final products, and needs many different resources. Because of these characteristics, it has been studied about shipyard simulation and virtual manufacturing that is able to implement the virtual manufacturing process. However, among the previous researches, it requires considerable time and effort to construct simulation model since the systematic methodology has not been used for simulation modeling. Also, reusability of constructed simulation model was low. Therefore, this research defines the method to construct shipyard simulation system using the process-centric simulation modeling methodology and shipyard simulation framework. This paper also validates the utility of this methodology through applying to construct simulation model for the shipyard master plan validation.

Development of a Virtual Machining System by a CAD Model Based Cutting Simulation (CAD 모델에 기초한 모사절삭을 통한 가상절삭 시스템 개발)

  • 배대위;고태조;김희술
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.8 no.3
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    • pp.83-91
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    • 1999
  • In this paper, we suggest a virtual machining system that can simulate cutting forces of ball end milling at the stage of part design. Cutting forces, here, are estimated from the machanistic model that uses the concept of specific cutting farce coefficient. To this end, we need undeformed chip thickness which is used for calculating chip load. It is derived from the Z-map data of a CAD model. That is, chip load is the height difference between the cutting tool and the workpiece at an arbitrary position. The tool contact point is referred from the cutter location data. On the other hand, the workpiece height is acquired from the Z-map model of a CAD data. From the experimental verification, we can simulate machining process effectively to the slot and the side cutting of ball end mill.

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A Study on the Tree-dimensional Space Simukation using First Person Shooter leverl Editor (FPS레벨에디터를 이용한 1인칭 공간시뮬레이션에 관한 연구)

  • Kim, Jong-Hyun;Jun, Han-Jong;Kim, Suk-Tae
    • Korean Institute of Interior Design Journal
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    • v.15 no.5 s.58
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    • pp.306-313
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    • 2006
  • Digital simulation which was introduced to the architectural field due to the rapid growth of computer graphics, gave birth to a new type of contents called 'virtual reality', led by the interaction with the users and real time processing. The public attention is drawn to the virtual reality's potential as a next generational space simulation it, having the unique characteristics of 'simulation', 'interactivity', 'tole-presence', and 'immersion', is capable of taking a virtual tour of a space with a size equivalent to that of a real space, as well as proceeding with the design progress. Nonetheless, many problems impeding CPU's real time processing of an excessively loaded architectural model data have been pinpointed over the time. Yet such GPU based game engines as 'DirectX' and 'OpenGL', developed to deal with these impediments, have not been easily applied to the architectural simulation in the design process, due to the high license cost and the specific technical requirements for the system. The virtual reality has been developed and distributed centering around the gaming field, and game developers recently show a greater tendency to include level editors in the package for the expandability purpose. Thus, we plan to propose architecture simulation which utilizes level editors in this study. In addition, the compatibility of the game engine based level editors of Quake and Unreal which form the standards for the open source FPS games, based on VRML, the standard format for the virtual reality, was compared and analyzed. Taking the example of Villa Savoye of Le Corbusier, its application possibility as an architecture simulation was assessed, by measuring the extent to which the performance of such characteristic features of the virtual reality as interactivity, immersion, and tele-presence, was improved.

Study of Virtual Goods Purchase Model Applying Dynamic Social Network Structure Variables (동적 소셜네트워크 구조 변수를 적용한 가상 재화 구매 모형 연구)

  • Lee, Hee-Tae;Bae, Jungho
    • Journal of Distribution Science
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    • v.17 no.3
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    • pp.85-95
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    • 2019
  • Purpose - The existing marketing studies using Social Network Analysis have assumed that network structure variables are time-invariant. However, a node's network position can fluctuate considerably over time and the node's network structure can be changed dynamically. Hence, if such a dynamic structural network characteristics are not specified for virtual goods purchase model, estimated parameters can be biased. In this paper, by comparing a time-invariant network structure specification model(base model) and time-varying network specification model(proposed model), the authors intend to prove whether the proposed model is superior to the base model. In addition, the authors also intend to investigate whether coefficients of network structure variables are random over time. Research design, data, and methodology - The data of this study are obtained from a Korean social network provider. The authors construct a monthly panel data by calculating the raw data. To fit the panel data, the authors derive random effects panel tobit model and multi-level mixed effects model. Results - First, the proposed model is better than that of the base model in terms of performance. Second, except for constraint, multi-level mixed effects models with random coefficient of every network structure variable(in-degree, out-degree, in-closeness centrality, out-closeness centrality, clustering coefficient) perform better than not random coefficient specification model. Conclusion - The size and importance of virtual goods market has been dramatically increasing. Notwithstanding such a strategic importance of virtual goods, there is little research on social influential factors which impact the intention of virtual good purchase. Even studies which investigated social influence factors have assumed that social network structure variables are time-invariant. However, the authors show that network structure variables are time-variant and coefficients of network structure variables are random over time. Thus, virtual goods purchase model with dynamic network structure variables performs better than that with static network structure model. Hence, if marketing practitioners intend to use social influences to sell virtual goods in social media, they had better consider time-varying social influences of network members. In addition, this study can be also differentiated from other related researches using survey data in that this study deals with actual field data.

The Interactive Modeling Method of Virtual City Scene Based on Building Codes

  • Ding, Wei-long;Zhu, Xiao-jie;Xu, Bin;Xu, Yan;Chen, Kai;Wan, Zang-xin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.1
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    • pp.74-89
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    • 2021
  • For higher-level requirements of urban planning and management and the recent development of "digital earth" and "digital city", it is urgent to establish protocols for the construction of three-dimensional digital city models. However, some problems still exist in the digital technology of the three-dimensional city model, such as insufficient precision of the three-dimensional model, not optimizing the scene and not considering the constraints of building codes. In view of those points, a method to interactively simulate a virtual city scene based on building codes is proposed in this paper. Firstly, some constraint functions are set up to restrict the models to adhere to the building codes, and an improved directional bounding box technique is utilized to solve the problem that geometric objects may intersect in a virtual city scene. The three-dimensional model invocation strategy is designed to convert two-dimensional layouts to a three-dimensional urban scene. A Leap Motion hardware device is used to interactively place the 3D models in a virtual scene. Finally, the design and construction of the three-dimensional scene are completed by using Unity3D. The experiment shows that this method can simulate urban virtual scenes that strictly adhere to building codes in a virtual scene of the city environment, but also provide information and decision-making functions for urban planning and management.

Design of steel moment frames considering progressive collapse

  • Kim, Jinkoo;Park, Junhee
    • Steel and Composite Structures
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    • v.8 no.1
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    • pp.85-98
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    • 2008
  • In this study the progressive collapse potential of three- and nine-story special steel moment frames designed in accordance with current design code was evaluated by nonlinear static and dynamic analyses. It was observed that the model structures had high potential for progressive collapse when a first story column was suddenly removed. Then the size of beams required to satisfy the failure criteria for progressive collapse was obtained by the virtual work method; i.e., using the equilibrium of the external work done by gravity load due to loss of a column and the internal work done by plastic rotation of beams. According to the nonlinear dynamic analysis results, the model structures designed only for normal load turned out to have strong potential for progressive collapse whereas the structures designed by plastic design concept for progressive collapse satisfied the failure criterion recommended by the GSA guideline.

Force Synchronizing Control for 4 Axes Driven Hydraulic Cylinder-Clamping Load Systems (4축 구동 유압실린더-클램핑 부하 시스템의 힘 동기제어)

  • Cho, S.H.
    • Journal of Drive and Control
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    • v.11 no.2
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    • pp.9-15
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    • 2014
  • This paper deals with the issue of force synchronizing control for the clamping servomechanism of injection molding machines. Prior to the controller design, a virtual design model has been developed for the clamping mechanism with hydraulic systems. Then, a synchronizing controller is designed and combined with an adaptive feedforward control in order to accommodate the mismatches between the real plant and the linear model plant used. As a disturbance, the leakage due to the ring gap with relative motion in the cylinder has been introduced. From the robust force tracking simulations, it is shown that a significant reduction in the force synchronizing error is achieved through the use of a proposed control scheme.

The useful of Generation DEM from Aerial Photo (항공사진을 이용한 DEM생성과 활용)

  • Choi, Hyun;Ahn, Chang-Whan;Hong, Soon-Heon;Kang, In-Joon
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2007.04a
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    • pp.333-336
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    • 2007
  • This paper is the environmental impact assessment of at road design in the light of the sense for the real from the virtual reality. For in this papers, This study developed 3D-model and virtual reality contents by suggesting the environmental impact assessment based on GIS in the road design. And, through this process, it's possible to visualize the environmental impact assessment by constructing the 3D-model and simulation. The 3D-model can be a method to show the road effectively by maximizing the road's shape visually after the construction. The main construction which composes polyhedron model that is generated from digital map and aerial photo is built by mapping the real texture, so the Sense for the Real was more heightened. Through this study, it must be made to shorten a long time exhausting period of conference and construct more real road after due scene consideration by specific and various low-cost strategy in the environmental impact assessment afterwards.

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