• Title/Summary/Keyword: Virtual design model

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Analysis of Anisotropic Structures under Multiphysics Environment (멀티피직스 환경하의 이방성 구조물 해석)

  • Kim, Jun-Sik;Lee, Jae-Hun;Park, Jun-Young
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.10 no.6
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    • pp.140-145
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    • 2011
  • An anisotropic beam model is proposed by employing an asymptotic expansion method for thermo-mechanical multiphysics environment. An asymptotic method based on virtual work is introduced first, and then the variables of mechanical displacement and temperature rise are asymptotically expanded by taking advantage of geometrical slenderness of elastic bodies. Subsequently substituting these expansions into the virtual work principle allows us to asymptotically expand the virtual work. This will yield a set of recursive virtual works from which two-dimensional microscopic and one-dimensional macroscopic equations are systematically derived at each order. In this way, homogenized stiffnesses and thermomechanical coupling coefficients are derived. To demonstrate the validity and efficiency of the proposed approach, composite beams are taken as a test-bed example. The results obtained herein are compared to those of three-dimensional finite element analysis.

A Team-based Firefighter Training Simulator for Complex Buildings (대형 복합건물을 대상으로 하는 소방관 팀 훈련용 시뮬레이터 개발)

  • Lee, Jai-Kyung;Cha, Moo-Hyun;Choi, Byung-Il;Kim, Tae-Sung
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.5
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    • pp.370-379
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    • 2011
  • The increasing complexity of complex buildings, such as high-rise buildings and underground subway stations, presents new challenges to firefighters. In a fire in complex buildings, the importance of the collaboration between firefighters is clear. The increased demand on firefighter training for such environment is now evident. Due to cost, time, and safety issues, it is impossible to experience a real fire in such environments for training. In addition, the use of real fire for training does not enable repeatable training and the evaluation of the training is difficult. We developed a team-based firefighter training simulator for complex buildings using the virtual reality technology. It provides the training and evaluation of firefighting and mission-based team training. To model real fire phenomena in virtual space, a numerical analysis method based on fire dynamics is used. To achieve an immersive virtual environment, an augmented reality technique for the compensation of real world image and a haptic technique for heat experience are adopted. The developed training simulator can help the firefighter to respond to large and complex firefighting scenarios, while maintaining the safety of the trainees.

A 3D Audio-Visual Animated Agent for Expressive Conversational Question Answering

  • Martin, J.C.;Jacquemin, C.;Pointal, L.;Katz, B.
    • 한국정보컨버전스학회:학술대회논문집
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    • 2008.06a
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    • pp.53-56
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    • 2008
  • This paper reports on the ACQA(Animated agent for Conversational Question Answering) project conducted at LIMSI. The aim is to design an expressive animated conversational agent(ACA) for conducting research along two main lines: 1/ perceptual experiments(eg perception of expressivity and 3D movements in both audio and visual channels): 2/ design of human-computer interfaces requiring head models at different resolutions and the integration of the talking head in virtual scenes. The target application of this expressive ACA is a real-time question and answer speech based system developed at LIMSI(RITEL). The architecture of the system is based on distributed modules exchanging messages through a network protocol. The main components of the system are: RITEL a question and answer system searching raw text, which is able to produce a text(the answer) and attitudinal information; this attitudinal information is then processed for delivering expressive tags; the text is converted into phoneme, viseme, and prosodic descriptions. Audio speech is generated by the LIMSI selection-concatenation text-to-speech engine. Visual speech is using MPEG4 keypoint-based animation, and is rendered in real-time by Virtual Choreographer (VirChor), a GPU-based 3D engine. Finally, visual and audio speech is played in a 3D audio and visual scene. The project also puts a lot of effort for realistic visual and audio 3D rendering. A new model of phoneme-dependant human radiation patterns is included in the speech synthesis system, so that the ACA can move in the virtual scene with realistic 3D visual and audio rendering.

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The Effects of Social Capital and Individual Motivations on Information Sharing and Community Promotion: Focused on a Chinese Virtual Community (사회적 자본과 개인 동기가 정보공유와 커뮤니티 촉진에 미치는 영향: 중국의 가상커뮤니티를 중심으로)

  • Kim, Jongki;Dai, Shuang;Kim, Jeahyun
    • The Journal of Information Systems
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    • v.25 no.1
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    • pp.135-158
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    • 2016
  • Purpose Virtual communities change the way people communicate and share information. The purpose of this paper is to find how internet social capital and individual motivations influence the information sharing in virtual communities. This study considers the social capital theory, individual motivations, information sharing, and community promotion to construct a theoretical model. Design/methodology/approach Social capital focuses on three dimensions that include 6 factors: social interaction ties, centrality, shared language, shared vision, trust and reciprocity. Individual motivations include 2 factors: reputation and enjoy helping. To confirm the research model and the hypotheses, 426 effective questionnaires were used for the final analysis. Findings The result of data analysis demonstrates that social interaction ties, centrality, shared language, trust, and reciprocity were significant in affecting information sharing behaviors. However, reputation, enjoy helping, and shared vision does not appear to have a significant influence on information sharing behaviors. The information sharing was positively related to community promotion.

Distributing data in Virtual-reality: factors influencing purchase intention of cutting tools

  • JITKUSOLRUNGRUENG, Nitichai;VONGURAI, Rawin
    • Journal of Distribution Science
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    • v.19 no.9
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    • pp.41-52
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    • 2021
  • Purpose: Virtual reality is a unique technology to distribute data and demonstrates user's understanding towards complex products. The objective of this research is to investigate the impact of virtual reality on real world purchase intention of automotive cutting tools in Thailand's exhibitions. Hence, the research framework was constructed by telepresence, perception narrative, authenticity, trustworthiness, functional value, aesthetics, and purchase intention. Research design, data and methodology: Samples were collected from 500 visitors who participated in the selected top two metalworking exhibitions. Mix sampling approach is applied by using non-probability sampling methods of purposive or judgmental sampling, quota sampling, and convenience sampling method, respectively to reach target samples. Confirmatory Factor Analysis (CFA) and Structural Equation Model (SEM) were used to analyze and confirm goodness-of-fit of the model and hypothesis testing. Results: The results indicate that authenticity, functional value, and trustworthiness induced higher experiential value towards purchase intention. Those variables are stimulated by telepresence and perception narrative towards VR experience. Conclusions: Consumer's purchase intention towards VR experience on engineering cutting tools rely on consumer's sense of authenticity, trustworthiness, and functional value. Hence, marketing practitioners in automotive companies are encouraged to develop VR which focusing on significant factors to enhance consumers purchase intention.

Design and Development of an Immersive Virtual Reality Simulation for Environmental Education (몰입적 환경교육 가상현실 시뮬레이션 설계 및 구현)

  • Park, Ju Hee;Boo, Jae Hui;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.4
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    • pp.541-547
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    • 2022
  • Realistic education using virtual reality compared to traditional learning can enhance students' understanding of knowledge through immersion and interaction. In previous studies, VR education is mainly focused on experiences, and it is difficult to find its applications for environmental education. Environmental issues are a global problem, and environmental education is essential for the future. In this research, we developed an immersive virtual reality-based environmental education simulation designed to help students recognize the importance of environmental education and participate in environmental-friendly actions. This simulation is based on the virtual ecosystem model, which maintains a casual relationship among environmental factors, spatio-temporal connection, and persistent state. Users intuitively recognize environmental problems and is motivated to solve the problem while experiencing the results of interaction related to environmental factors in virtual environment.

Multi-resolutional Representation of B-rep Model Using Feature Conversion (특징형상 변환을 이용한 B-rep모델의 다중해상도 구현)

  • 최동혁;김태완;이건우
    • Korean Journal of Computational Design and Engineering
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    • v.7 no.2
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    • pp.121-130
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    • 2002
  • The concept of Level Of Detail (LOD) was introduced and has been used to enhance display performance and to carry out certain engineering analysis effectively. We would like to use an adequate complexity level for each geometric model depending on specific engineering needs and purposes. Solid modeling systems are widely used in industry, and are applied to advanced applications such as virtual assembly. In addition, as the demand to share these engineering tasks through networks is emerging, the problem of building a solid model of an appropriate resolution to a given application becomes a matter of great necessity. However, current researches are mostly focused on triangular mesh models and various operators to reduce the number of triangles. So we are working on the multi-resolution of the solid model itself, rather than that of the triangular mesh model. In this paper, we propose multi-resolution representation of B-rep model by reordering and converting design features into an enclosing volume and subtractive features.

Virtual Integrated Prototyping Simulation Environment for Plasma Chamber Analysis and Design

  • 김헌창;김성재;황일선
    • Proceedings of the Korean Society Of Semiconductor Equipment Technology
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    • 2003.05a
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    • pp.94-97
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    • 2003
  • 본 연구에서는 반도체제조에 필수적으로 사용되는 플라즈마장비의 성능을 예측.분석하여 개발 시간 및 비용의 절감과 장비의 성능을 극대화 할 수 있도록 이론적 전산모사 환경(VIP-SEPCAD)을 개발하고 있다. VIP-SEPCAD는 플라즈마의 물리.화학적 특성을 예측하는 plasma model, 중성화학종들의 반응 및 유돈 특성을 예측하는 neutral reaction-transport model, particle의 유동 특성을 예측하는 particle transport model, particle의 생성 및 성장 특성을 예측하는 particle formation-growth model, 식각 또는 증착되는 웨이퍼 표면변화를 예측하는 surface evolution model로 구성되어 있다. 현재 개발된 VIP-SEPCAD를 이용하여 산소 플라즈마의 특성과 각종 화학성분들의 분포를 예측하고 particle의 거동에 대하여 분석하였다.

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A Study on the Evaluating Model to Analyze the Type of Digital Storytelling in Web Museums (웹 뮤지엄에서 디지털 스토리텔링 유형분석을 위한 평가모형 개발 및 적용 연구)

  • Kim, Mi-Re;Park, Soo-Jin
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.301-312
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    • 2006
  • The advancement of IT technology and the distribution of PC makes a change on the web contents expressions and user's experiments. The advanced web environment makes virtual web museum. We anticipate that demand of virtual web museum is likely to increase. However, most of studies on web museum are case studies about visual expression or graphic interface of virtual space. This paper will be considered about the functions of digital storytelling on web museum and try to develop an self-evaluation model which can evaluate the value of digital storytelling on web museum. The ultimate goal of this study is to verify the validity of the model to evaluate new storytelling of web museum and to classify the digital storytelling based on the evaluated results, with a view to presenting the direction of development by type. The results of this study may provide a reference of applying digital storytelling into web museum and also it can be a checklist for developing the user experience for navigating a web museum.

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