• Title/Summary/Keyword: virtual example

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A Study of University Art Center Design based on the Deleuze-Gattari's 'devenir' thought (들뢰즈.가타리의 '생성'사유를 바탕으로 한 대학교 예술관 계획연구)

  • Kang, Hoon
    • Journal of The Korean Digital Architecture Interior Association
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    • v.9 no.1
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    • pp.61-69
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    • 2009
  • The purpose of this study on university Art Center Design based on the Deleuze Gattari's 'devenir' thought. So, this paper studies the concept of Deleuze Gattari's 'devenir' thought. Expressing the potential constantly is to actualize he 'Devenir Architecture', and planing by using the digital design method of utilizing the digital media. Above all things, raising the virtual through the digital method, it creates devenir space that it try to make sustainable moving space. This trial can be one actual example as form generation in digital architecture, it is significant to be presented the one way to design architecture.

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Improvement of Product Development Process Based on Integrated CAE Application : Case Study on Washing Machine Development (통합적 CAE 적용을 통한 제품 설계 프로세스 개선 : 세탁기 개발 사례 중심)

  • 김석관;김태영;조용석;임원길;장성기
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1996.11a
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    • pp.846-850
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    • 1996
  • Today's product development requires simultaneous satisfaction of low cost, high quality and fast time to market. It is, however, difficult for product designers and engineers to achieve this goal due to too many requirements. This study shows integrated Computer Aided Engineering (CAE) approach can help to achieve such goal. CAE can not only support designers when decision needs to be made during concept design period but also provide evaluation of the designed parts and guidance to the best design of products during detail design period. Furthermore, integration with virtual prototyping concept can reduce number of actual prototyping and consequently reduce product development cost and time considerably. In order to demonstrate its possibility, example of washing machine development using CAE and its results are presented in this study.

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Research on Landing Impact Characteristic Of Multi-Wheel Bogie Landing gear's Truck

  • Cao, Xin;Jia, Yuhong;Tian, Jiajie
    • International Journal of Aerospace System Engineering
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    • v.2 no.2
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    • pp.83-86
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    • 2015
  • Taking the four-wheel bogie landing gear as an example, the force status of truck-like landing gear during the landing impact was analyzed and the simulation model of four-wheel bogie landing gear was established. Firstly, a landing gear prototyping model was established using CATIA and imported to LMS Virtual.lab. Secondly, dynamic analysis of the landing impact was simulated with the established model. Finally, with the help of LMS Virtual.lab's parametric design ability, the effects of landing approach and truck pitch angle on the landing performance, truck motion and truck beam strength were studied. These conclusions will be useful to the design and analysis of the truck.

The case study for Implementation and verification of Network based on VLSM (VLSM 기반의 네트워크 구현과 검증 사례연구)

  • Jang, Jae-Yeol;Kim, No-Whan
    • The Journal of the Korea institute of electronic communication sciences
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    • v.9 no.11
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    • pp.1267-1276
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    • 2014
  • As the volume of internet rapidly increases, the number of IPv4 addresses available is quickly declining, while transition to IPv6 is being delayed. As a interim solution, Variable-Length Subnet Masking(VLSM) addressing scheme, which varies the length of each IP address allowing more efficient, is being used. This paper suggests effective example of network based on virtual network with topology designed using VLSM charting rather than usual theoretical approach in VLSM, which allows more efficient use of address space.

Face-to-face Communication in Cyberspace using Analysis and Synthesis of Facial Expression

  • Shigeo Morishima
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06a
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    • pp.111-118
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    • 1999
  • Recently computer can make cyberspace to walk through by an interactive virtual reality technique. An a avatar in cyberspace can bring us a virtual face-to-face communication environment. In this paper, an avatar is realized which has a real face in cyberspace and a multiuser communication system is constructed by voice transmitted through network. Voice from microphone is transmitted and analyzed, then mouth shape and facial expression of avatar are synchronously estimated and synthesized on real time. And also an entertainment application of a real-time voice driven synthetic face is introduced and this is an example of interactive movie. Finally, face motion capture system using physics based face model is introduced.

Energy release rate for kinking crack using mixed finite element

  • Salah, Bouziane;Hamoudi, Bouzerd;Noureddine, Boulares;Mohamed, Guenfoud
    • Structural Engineering and Mechanics
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    • v.50 no.5
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    • pp.665-677
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    • 2014
  • A numerical method, using a special mixed finite element associated with the virtual crack extension technique, has been developed to evaluate the energy release rate for kinking cracks. The element is two dimensional 7-node mixed finite element with 5 displacement nodes and 2 stress nodes. The mixed finite element ensures the continuity of stress and displacement vectors on the coherent part and the free edge effect. This element has been formulated starting from a parent element in a natural plane with the aim to model different types of cracks with various orientations. Example problems with kinking cracks in a homogeneous material and bimaterial are presented to assess the computational accuracies.

A Study on Metaverse Culture Contents Matching Platform

  • Kim, Jeong-Gwon
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.232-237
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    • 2021
  • Pre-Corona cultural content was largely formed face to face. For example, the service was great while visiting tourist attractions, visiting performances to see K-Pop, or visiting lectures to learn K-Beauty. However, after the coronation, the virtual world-centered Metaverse began to take the spotlight as non-face-to-face services changed. IT and cultural contents have been combined and developed into various digital services. In that sense, Metaverse, which breaks the boundaries between real-world space and virtual space, has the potential to escape from physical time and space constraints. However, Korea still lacks a Metaverse platform for cultural content. In particular, it is necessary to match each other's necessary services by providing Metaverse -oriented cultural contents that users want, including experienced cultural contents such as K-pop and K-beauty, away from cultural contents that are developed around history museums. Therefore, in this paper, we would like to propose a Metaverse-based cultural content matching platform where users can experience cultural content directly or indirectly.

Artificial Intelligence and the Virtual Multi-Door ODR Platform for Small Value Cross-Border e-Commerce Disputes

  • Chung, Yongkyun
    • Journal of Arbitration Studies
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    • v.29 no.3
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    • pp.99-119
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    • 2019
  • In recent times, the volume of cross-border e-commerce has witnessed an upward trend and has been accompanied by increased disputes, with cross-border e-commerce being characterized mainly by low value and large volume issues. For this reason, Online Dispute Resolution (ODR) was formed to carry out dispute resolutions in cross-border e-commerce. A virtual multi-door ODR platform for small value, cross-border disputes in e-commerce is then proposed in this paper. For a couple of decades, researchers have tried to employ Artificial Intelligence (AI) to Law. However, it turns out that they were faced with a couple of obstacles to integrate AI to Law since it is highly difficult to program AI to process the common sense of a human being. For example, AI cannot assimilate the affective side of a human being, and it is problematic to integrate a human being's common sense into the AI system. Considering this situation, this study puts forward an ODR model for cross-border e-commerce in the evolutionary perspective.

Cyber Social Interactions: Information Behavior in Between Social and Parasocial Interactions

  • Stock, Wolfgang G.;Fietkiewicz, Kaja J.;Scheibe, Katrin;Zimmer, Franziska
    • Journal of Information Science Theory and Practice
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    • v.10 no.3
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    • pp.15-23
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    • 2022
  • Participants in real-time online sessions, be it (business) meetings, virtual school lessons, or social live streams, all engage in cyber social interactions. Unlike parasocial interactions, cyber social interactions are characterized by reciprocity and temporal proximity. In contrast to social interactions, they lack spatial proximity and bodily contact. This is a fairly new concept in information science that rose from technological advances and unprecedented circumstances (e.g., the rise of digital economy and knowledge workers being able to work remotely or, more recently, global lockdowns and contact restrictions). As a result, the past ways of working and socializing were transformed by making them, in some cases predominantly, virtual. Regarding the example of social live streaming we exhibit the importance of cyber social interactions for information behavior research. This conceptual article is a plea for information science to engage more in human-human online relations and interactions.

Effect of Fabric Properties used for the Loop Type Decorative Elements on the 3-dimensional Shape

  • Ko, Youngmin;Kim, Jongjun
    • Journal of Fashion Business
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    • v.17 no.3
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    • pp.30-47
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    • 2013
  • In the modern fashion industry, efficiency has been increasing thanks to development of computer graphics, IT technology, and digitalization. Unlike the past when fashion design heavily depended on handwork, digitalization of fashion industry makes fabrication time shorter and enables designers to adopt comprehensive expression, generating high value-added product. The Apparel CAD, an example of the digitalized fashion industry, has been developed from 2D system into a system providing 3D simulation. Digital clothing can be determined as an activity of designers using the tool in order to fabricate pattern and simulate its designed clothes in the virtual space of computer. In this study, physical properties of eight materials, which can be utilized on a par with current fashion trend, have been specified. For more sophisticated investigation, external appearance of the material was investigated by 3D scanning. In order to examine the physical properties of fabric specimens, KES(Kawabata Evaluation System) measurements and other physical property measurements were made. With the results, virtual material and clothes were simulated via CLO 3D, one of 3D apparel CAD systems. Then, virtual fabrics and clothes of similar types were generated and analyzed.