• Title/Summary/Keyword: Virtual methods

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The Tolerance Stack Analysis of the Model Involving Position Tolerance (위치공차를 포함한 모형의 틈새분석 연구)

  • Kim, Young-Nam;Yoon, Kwang-Ho;Chang, Sung-Ho
    • Journal of Korean Institute of Industrial Engineers
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    • v.31 no.1
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    • pp.36-43
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    • 2005
  • It is the basic requirement of design process of parts assembly to specify geometric dimensions and tolerances of product characteristics. Among them, tolerance stack analysis is one of the important methods to specify tolerance zone. Tolerance stack analysis is to calculate gap using tolerances which includes geometric and coordinate dimensions. In this study, we suggested more general method called the virtual method to analyze tolerance stack. In virtual method, tolerance zone is formed by combination of dimensional tolerance, geometric tolerance and bonus tolerance. Also tolerance zone is classified by virtual boundary condition and resultant boundary condition. So gap can be defined by combination of virtual boundary and/or resultant boundary. Several examples are used to show the effectiveness of new method comparing to other methods.

Virtual boundary element-equivalent collocation method for the plane magnetoelectroelastic solids

  • Yao, Wei-An;Li, Xiao-Chuan;Yu, Gui-Rong
    • Structural Engineering and Mechanics
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    • v.22 no.1
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    • pp.1-16
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    • 2006
  • This paper presents a virtual boundary element-equivalent collocation method (VBEM) for the plane magnetoelectroelastic solids, which is based on the fundamental solutions of the plane magnetoelectroelastic solids and the basic idea of the virtual boundary element method for elasticity. Besides all the advantages of the conventional boundary element method (BEM) over domain discretization methods, this method avoids the computation of singular integral on the boundary by introducing the virtual boundary. In the end, several numerical examples are performed to demonstrate the performance of this method, and the results show that they agree well with the exact solutions. So the method is one of the efficient numerical methods used to analyze megnatoelectroelastic solids.

Construction of Visual Space using Relief Texture Mapping (Relief Texture 매핑을 이용한 가상공간 구축)

  • 이은경;정영기
    • Proceedings of the IEEK Conference
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    • 2003.07e
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    • pp.1899-1902
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    • 2003
  • Recently several methods have been developed for the virtual space construction. Generally, most of the methods are geometric-based rendering technic, but they are difficult to construct real-time rendering because of large data. In this paper, we present a three dimension image-based rendering method that enable a constant speed of real-time rendering regardless of object complexity in virtual space. The Proposed method shows good performance for the virtual space construction with high complexity.

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Design and Implementation of Virtual Aquarium

  • Bak, Seon-Hui;Lee, Heeman
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.12
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    • pp.43-49
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    • 2016
  • This paper presents the design and implementation of virtual aquarium by generating 3D models of fishes that are colored by viewers in an aim to create interaction among viewers and aquarium. The virtual aquarium system is composed of multiple texture extraction modules, a single interface module and a single display module. The texture extraction module recognize the QR code on the canvas to get information of the predefined mapping table and then extract the texture data for the corresponding 3D model. The scanned image is segmented and warp transformed onto the texture image by using the mapping information. The extracted texture is transferred to the interface module to save on the server computer and the interface module sends the fish code and texture information to the display module. The display module generates a fish on the virtual aquarium by using predefined 3D model with the transmitted texture. The fishes on the virtual aquarium have three different swimming methods: self-swimming, autonomous swimming, and leader-following swimming. The three different swimming methods are discussed in this paper. The future study will be the implementation of virtual aquarium based on storytelling to further increase interactions with the viewer.

Designing Effective Virtual Training: A Case Study in Maritime Safety

  • Jung, Jinki;Kim, Hongtae
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.5
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    • pp.385-394
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    • 2017
  • Objective: The aim of this study is to investigate how to design effective virtual reality-based training (i.e., virtual training) in maritime safety and to present methods for enhancing interface fidelity by employing immersive interaction and 3D user interface (UI) design. Background: Emerging virtual reality technologies and hardware enable to provide immersive experiences to individuals. There is also a theory that the improvement of fidelity can improve the training efficiency. Such a sense of immersion can be utilized as an element for realizing effective training in the virtual space. Method: As an immersive interaction, we implemented gesture-based interaction using leap motion and Myo armband type sensors. Hand gestures captured from both sensors are used to interact with the virtual appliance in the scenario. The proposed 3D UI design is employed to visualize appropriate information for tasks in training. Results: A usability study to evaluate the effectiveness of the proposed method has been carried out. As a result, the usability test of satisfaction, intuitiveness of UI, ease of procedure learning, and equipment understanding showed that virtual training-based exercise was superior to existing training. These improvements were also independent of the type of input devices for virtual training. Conclusion: We have shown through experiments that the proposed interaction design results are more efficient interactions than the existing training method. The improvement of interface fidelity through intuitive and immediate feedback on the input device and the training information improve user satisfaction with the system, as well as training efficiency. Application: Design methods for an effective virtual training system can be applied to other areas by which trainees are required to do sophisticated job with their hands.

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.

A Study on Representation of 3D Virtual Fabric Simulation with Drape Image Analysis II - Focus on the Comparison between Real Clothing and 3D Virtual Clothing -

  • Lee, Min-Jeong;Sohn, Hee-Soon;Kim, Jong-Jun
    • Journal of Fashion Business
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    • v.15 no.3
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    • pp.97-111
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    • 2011
  • This study aims to apply 3D virtual fabric parameters - as obtained from previous research experiments - to 3D virtual clothing simulation in comparing its similarity with actual clothing as worn, with a view to verifying the objectivity and validity of the 3D virtual fabric simulation method devised by the drape image analysis method. In addition, the result is intended to be used as the basic data for new 3D virtual clothing simulation methods. As the results, 3D virtual fabric parameters designed to simulate 3D drape to be similar to actual fabrics were found to be Bending Strength, Buckling Point, Density, Particle Distance, and Shear. They were also found to be important measurements when evaluating visual similarity between drape shadow images and number of nodes. 3D virtual fabric simulation method devised by the drape image analysis method was appropriate in extracting 3D fabric parameters with the reflection of actual fabrics' physical and dynamic characteristics, in connection with 3D virtual fabric simulation. 3D virtual fabric parameters with the reflection of actual fabrics' physical and dynamic characteristics using the proposed 3D virtual fabric simulation method are accumulated and provided as a standard, this will facilitate the introduction 3D virtual fabric simulation technology.

Research on Technology Production in Chinese Virtual Character Industry

  • Pan, Yang;Kim, KiHong;Yan, JiHui
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.64-79
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    • 2022
  • The concept of Virtual Character has been developed for a long time with people's demand for cultural and entertainment products such as games, animations, and movies. In recent years, with the rapid development of concepts and industries such as social media, self-media, web3.0, artificial intelligence, virtual reality, and Metaverse, Virtual Character has also expanded new derivative concepts such as Virtual Idol, Virtual YouTuber, and Virtual Digital Human. With the development of technology, people's life is gradually moving towards digitalization and virtualization. At the same time, under the global environment of the new crown epidemic, human social activities are rapidly developing in the direction of network society and online society. From the perspective of digital media content, this paper studies the production technology of Virtual Character related products in the Chinese market, and analyzes the future development direction and possibility of the Virtual Character industry in combination with new media development directions and technical production methods. Consider and provide reference for the development of combined applications of digital media content industry, Virtual Character and Metaverse industry.

Virtual Assets as the Newest Object of Property Rights

  • Davydova, Iryna;Zhurylo, Serhii;Tserkovna, Olena;Herasymchuk, Lidiia;Tokareva, Vira
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.115-120
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    • 2022
  • New realities of social relations are changing the understanding of certain phenomena, including the emergence of new concepts among the objects of property rights, such as: virtual assets, and the circulation of virtual assets. The rapid development of the virtual assets market involves the legislative consolidation of the status of such assets, changes in taxation, their circulation, and so on. These circumstances increase the interest in the study of virtual assets as the latest object of property rights and necessitate the study of this topic. The work aims to explore the theoretical developments and regulations on virtual assets in the modern world, as well as to summarize the conclusions about virtual assets as the latest object of property rights. The object of research is the content of the concept of "virtual asset" and its legal status. The methodology of work is represented by a set of methods and techniques that were used to achieve this goal, namely: hermeneutic, historical, extrapolation, comparative law, generalization, analysis, synthesis, and deduction. The study analyzed different approaches to understanding virtual assets, analyzed the characteristics of virtual assets, and concluded that in today's conditions there is no single unified legal regulation of virtual assets, although many countries are moving towards consolidating the status of virtual assets.