• 제목/요약/키워드: virtual engineering

검색결과 4,484건 처리시간 0.037초

A Web-based Virtual Laboratory System for Electronic and Digital Circuit Experiments Uing Multimedia

  • Kim, Dong-Sik;Lee, Sun-Heum;Choi, Kwan-Sun;Seo, Sam-Jun;Yoo, Ji-Yoon
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2004년도 ICCAS
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    • pp.1178-1182
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    • 2004
  • This paper presents web-based virtual laboratory system for electronic and digital circuit experiments. Through our virtual laboratory, the learners will be capable of learning the concepts and theories related to circuit experiments and how to operate virtual experimental equipments such as multimeters, function generators, digital oscilloscopes, DC power suppliers and bread board etc. The proposed virtual laboratory system is composed of important components: Principle Classroom to explain the concepts and theories of electronic and digital circuit operations, Simulation Classroom to provide a web-based simulator to the learners, Virtual Experiment Classroom to provide interactive multimedia contents about the syllabus of off-line laboratory class, Assessment Classroom, and Management System. With the aid of the management System every classroom is organically tied together collaboration to achieve maximum learning efficiency. We have obtained several affirmative effects such as high learning standard, reducing the total experimental hours and the damage rate for experimental equipments.

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Network-centric CAD

  • Lee, Jae-Yeol;Kim, Hyun;Lee, Joo-Haeng;Do, Nam-Chul;Kim, Hyung-Sun
    • Proceedings of the CALSEC Conference
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    • 한국전자거래학회 2001년도 International Conference CALS/EC KOREA
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    • pp.615-624
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    • 2001
  • Internet technology opens up another domain for building future CAD/CAM environment. The environment will be global, network-centric, and spatially distributed. In this paper, we present a new approach to network-centric virtual prototyping (NetVP) in a distributed design environment. The presented approach combines the current virtual assembly modeling and analysis technique with distributed computing and communication technology fur supporting virtual prototyping activities over the network. This paper focuses on interoperability, shape representation, and geometric processing for distributed virtual prototyping. STEP standard and CORBA-based interfaces allow the bi-directional communication between the CAD model and virtual prototyping model, which makes it possible to solve the problems of interoperability, heterogeneity of platforms, and data sharing. STEP AP203 and AP214 are utilized as a means of transferring and sharing product models. In addition, Attributed Abstracted B-rep (AAB) is introduced as 3D shape abstraction for transparent and efficient transmission of 3D models and for the maintenance of naming consistency between CAD models and virtual prototyping models over the network.

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On the Linkage of Object Properties for the Implementation of Virtual Validation of Railway Vehicle from Life Cycle Perspective (생명주기 관점에서 철도차량 가상확인 구현을 위한 개체 속성 연계에 관한 연구)

  • Min Joong Kim;Joo Uk Kim;U Ri Chae;Young Min Kim
    • Journal of the Korean Society of Systems Engineering
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    • 제20권1호
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    • pp.85-94
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    • 2024
  • As systems become more complex today, verifying the safety of complex systems is becoming increasingly important. However, validation activities using actual systems face limitations in terms of time and cost. To overcome these limitations, the functions, characteristics, and operations of physical assets can be implemented in a virtual environment similar to the real world, allowing for validation through simulations under various scenarios. By performing validation in a virtual environment, iterative tests can be conducted through simulations in a realistic virtual environment without physical models during the conceptual design phase. Tests can also be performed under malfunction conditions or extreme conditions. In this study, we introduce a verification method for railway vehicles in a virtual environment and propose a method of applying virtual verification from a life cycle perspective.

Virtual Prototyping Simulation for a Passenger Vehicle

  • Kwon Son;Park, Kyung-Hyun;Eom, Sung-Sook
    • Journal of Mechanical Science and Technology
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    • 제15권4호
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    • pp.448-458
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    • 2001
  • The primary goal of virtual prototyping is to eliminate the need for fabricating physical prototypes, and to reduce cost and time for developing new products. A virtual prototyping seeks to create a virtual environment where the development of a new model can be flexible as well as rapid, and experiments can be carried out effectively concerning kinematics, dynamics, and control aspects of the model. This paper addresses the virtual environment used for virtual prototyping of a passenger vehicle. It has been developed using the dVISE environment that provides such useful features as actions, events, sounds, and light features. A vehicle model including features, and behaviors is constructed by employing an object-oriented paradigm and contains detailed information about a real-size vehicle. The human model is also implemented not only for visual and reach evaluations of the developed vehicle model, but also for behavioral visualization during a crash test. For the real time driving simulation, a neural network model is incorporated into the virtual environment. The cases of passing bumps with a vehicle are discussed in order to demonstrate the applicability of a set of developed models.

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Exploring the Effects of the Virtual Human with Physicality on Co-presence and Emotional Response

  • Shin, Kwang-Seong;Jo, Dongsik
    • Journal of the Korea Society of Computer and Information
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    • 제24권1호
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    • pp.67-71
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    • 2019
  • With continued technology innovation in the fields of computer graphics (CG) and virtual reality (VR), digital animated avatars (or virtual humans) are evolving into ones that are more interactive at a suitable location such as museum, airport, and shopping mall. Specially, the form of the avatar (or the virtual human) realistically need to be expressed in a way that matches the users' physical space. In recent many researches, the form of virtual human has been expressed as mixed-reality human (MRH)-the virtual human combines with the physicality as the real part. In this paper, we propose to carry out a study comparing various MRH on co-presence and emotional response in two-typed virtual humans depending on how many actual parts are included: (1) (Level 1) small parts in the virtual human combined virtual components (e.g., the head only) and (2) (Level 2) large parts in the virtual human with the physicality as the real part such as head, arms, and upper body). We report on the implemented results of our virtual humans and experimental results on co-presence and emotional response.

Object Recognition and Target Tracking Using Motion Synchronization between Virtual and Real Robots (가상로봇과 실제로봇 사이의 운동 동기화를 통한 물체 인식 및 목표물 추적방안)

  • Ahn, Hyeo Gyeong;Kang, Hyeon Jun;Kim, Jin Beom;Jung, Ji Won;Ok, Seo Won;Kim, Dong Hwan
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • 제26권1호
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    • pp.20-29
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    • 2017
  • Motion synchronization between developed real and virtual robots for object recognition and target tracking is introduced. ASUS's XTION PRO Live is implemented as a sensor and configured to recognize walls and obstacles, and perceive objects. In order to create virtual reality, Unity 3D is adopted to be associated with the real robot, and the virtual object is controlled by using an input device. A Bluetooth serial communication module is used for wireless communication between the PC and the real robot. The motion information of a virtual object controlled by the user is sent to the robot. Then, the robot moves in the same way as the virtual object according to the motion information. Through motion synchronization, two scenarios, which map the real space and current object information with virtual objects and space, were demonstrated, yielding good agreement between the two spaces.

THE DEVELOPMENT OF A VIRTUAL REALITY THERAPY SYSTEM FOR THE TREATMENT OF ACROPHOBIA AND THERAPEUTIC

  • Kim, Sun I.;Jeonghun Ku;Dongpyo Jang;Lee, Jaemin;Kim, Hun;Myoungjin Oh;Park, Younghee
    • Proceedings of the Korea Society for Simulation Conference
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    • 한국시뮬레이션학회 2001년도 The Seoul International Simulation Conference
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    • pp.231-236
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    • 2001
  • Virtual Reality (VR) is a new technology that enables humans to communicate with a computer, It allows the user to see, hear, fuel and interact in a three-dimensional virtual world created graphically. Virtual Reality Therapy (VRT), based on this sophisticated technology, has been recently used in the treatment of subjects diagnosed with acrophobia. Acrophobia is a disorder that is characterized by marked anxiety upon exposure to heights, avoidance of heights, and a resulting impairment in functioning. Conventional virtual reality systems for the treatment of acrophobia have limitations, such as overly expensive devices or somewhat unrealistic graphic scenes. The goal of this study is to develop an inexpensive and more realistic virtual environment in which to perform an exposure therapy fur acrophobia. It runs on a personal computer, and a virtual scene ova bunge-jump tower in the middle of a large city. The virtual scenario includes an open tin surrounded by props beside a tower, which allows the patient to feel a sense of heights. The effectiveness of the VR environment was evaluated through the clinical treatment of a subject who was suffering from the fear of heights. Based on pre- and post- questionnaires and subjective comments from the subject. This virtual reality environment proved to be an effective and realistic tool fur the treatment of acrophobia.

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A study on the stability boundary of a virtual spring model with a virtual mass (가상스프링 모델의 안정성 영역에 대한 가상질량의 영향에 대한 연구)

  • Lee, Kyungno
    • Journal of Institute of Convergence Technology
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    • 제6권2호
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    • pp.15-20
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    • 2016
  • This paper presents the effects of a virtual mass on the stability boundary of a virtual spring in the haptic system. A haptic system consists of a haptic device, a sampler, a virtual rigid body and zero-order-hold. The virtual rigid body is modeled as a virtual spring and a virtual mass. According to the virtual mass and the sampling time, the stability boundary of the virtual spring is analyzed through the simulation. As the virtual mass increases, the value of the virtual spring to guarantee the stability gradually increases and then decreases after reaching the maximum value. These simulation results show that the addition of the virtual mass enables to expand the stability boundary of the virtual spring.

A Study on Rapid Prototyping using VRML Model

  • Kim, Ho-Chan;Park, Hong-Tae;Lee, Hyoung-Kook;Lee, Seok-Hee
    • International Journal of Precision Engineering and Manufacturing
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    • 제3권2호
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    • pp.5-14
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    • 2002
  • Internet becomes very common tool far communication and data sharing. Virtual readily(VR) on web browser, and virtual prototyping and virtual manufacturing is widely used in many engineering fields. The reduction of overall development process and error minimization during data conversion becomes very crucial where sharing data via Internet and VR. This paper deals with the advantage and disadvantage of VRML format used in RP(Rapid Prototyping), and a software for RP data preparation is developed. If VRML format as an international standard for VR, is replaced with STL format, the weak points of STL formal can be overcome and the technique related to virtual prototyping and virtual manufacturing can be addressed more systematically by sharing the data. The system developed in this work shows a good window to get access to a mare realistic observation of an object for an RP system from a long remote sites in a more systematic way.