• Title/Summary/Keyword: workspace

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Design of Integrated Process-Based Model for Large Assembly Blocks Considering Resource Constraints in Shipbuilding (자원제약을 고려한 조선 대조립 공정의 통합 프로세스 기반 모델 설계)

  • Jeong, Eunsun;Jeong, Dongsu;Seo, Yoonho
    • Journal of the Korea Society for Simulation
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    • v.28 no.2
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    • pp.107-117
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    • 2019
  • Because shipbuilding is single-product production with limited resources, production management technology is essential to manage the resources effectively and maximize the productivity of ship-process. Therefore, many shipbuilding companies are conducting research on ship production plan and process considering various constraints in the field by applying modeling and simulation. However, it is difficult to provide accurate production plan on sudden schedule and process changes, and to understand the interconnectivity between the processes that produce blocks in existing research. In addition, there are many differences between the production planning and field planning because detailed processes and quantity of blocks can not be considered. In this research, we propose the integrated process-based modeling method considering process-operation sequences, BOM(Bill of materials) and resource constraints of all the scheduled blocks in the indoor system. Through the integrated process-based model, it is easy for the user to grasp the assembly relationship, workspace and preliminary relationship of assembly process between the blocks in indoor system. Also, it is possible to obtain the overall production plan that maximizes resource efficiency without the separate simulation and resource modeling procedures because resource balancing that considers the amount of resource quantity shared in the indoor system is carried out.

Performance Analysis of 3D Color Picker in Virtual Reality (가상현실 3차원 색상 선택기의 성능 분석)

  • Kim, Jieun;Lee, Jieun
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.2
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    • pp.1-11
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    • 2021
  • In a virtual environment, a 3D workspace and 3D interaction are possible, but most virtual reality applications use a 2D color picker. This paper implements a 3D color picker based on 3D color space in a virtual environment, and compares color selection performance with the existing 2D color picker. The 3D color picker is intuitive by using the 3D color space as it is, and it can position the 3D pointer at a specific point in the color space using a controller, which is a virtual reality device, so a user can select a color in one step. On the other hand, the 2D color picker has the advantage of being familiar with existing users who work with colors in a computer environment, but has a disadvantage that requires several steps of user interaction since it has to set color properties through 2D interfaces. Based on user experiments, we confirmed the usefulness of a 3D color picker in addition to a 2D color picker in a virtual environment, and it was possible to perform natural 3D work in a virtual environment using the 3D color picker.

The Effect of the Appreciation of Artwork in the Workplace on Creativity (업무공간에서의 미술품 감상이 직장인의 창의성에 미치는 영향)

  • Bae, Ji Hye;Lee, Seung Hyun;Wang, Yeun Ju;Kim, Sun Young
    • Korean Association of Arts Management
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    • no.54
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    • pp.33-57
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    • 2020
  • This study aimed to empirically analyze the effect of the appreciation of artwork in the workplace on creativity. To this end, two virtual workspace images with and without artwork were created, and an online survey was conducted with office workers. A regression analysis was performed on the results to investigate whether and how much the appreciation and recognition of artwork was effective for the creativity. As a result, among the factors of recognition according to the appreciation of artwork, "intellectual development" and "thinking" showed positive effects on the five sub-factors of creativity at work, such as original flexibility, alternative problem-solving skills, pursuit of adventure and freedom, individual independence, and exploratory immersion. Unlike most previous studies, however, "understanding" had a negative effect on original flexibility. In conclusion, it was found that some of the factors of the appreciation and recognition of artwork had a positive effect on creativity at work. This study provides implications that the appreciation of artwork in the workplace is effective for improving creativity at work and that it is important for each company to develop a streamlined approach based on its goal of pursuing a creative environment. In addition, it is expected that this study will contribute to the widespread use of artwork sharing services at workplaces as well as encouraging more empirical studies to be done on the effect of the services.

D4AR - A 4-DIMENSIONAL AUGMENTED REALITY - MODEL FOR AUTOMATION AND VISUALIZATION OF CONSTRUCTION PROGRESS MONITORING

  • Mani Golparvar-Fard;Feniosky Pena-Mora
    • International conference on construction engineering and project management
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    • 2009.05a
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    • pp.30-31
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    • 2009
  • Early detection of schedule delay in field construction activities is vital to project management. It provides the opportunity to initiate remedial actions and increases the chance of controlling such overruns or minimizing their impacts. This entails project managers to design, implement, and maintain a systematic approach for progress monitoring to promptly identify, process and communicate discrepancies between actual and as-planned performances as early as possible. Despite importance, systematic implementation of progress monitoring is challenging: (1) Current progress monitoring is time-consuming as it needs extensive as-planned and as-built data collection; (2) The excessive amount of work required to be performed may cause human-errors and reduce the quality of manually collected data and since only an approximate visual inspection is usually performed, makes the collected data subjective; (3) Existing methods of progress monitoring are also non-systematic and may also create a time-lag between the time progress is reported and the time progress is actually accomplished; (4) Progress reports are visually complex, and do not reflect spatial aspects of construction; and (5) Current reporting methods increase the time required to describe and explain progress in coordination meetings and in turn could delay the decision making process. In summary, with current methods, it may be not be easy to understand the progress situation clearly and quickly. To overcome such inefficiencies, this research focuses on exploring application of unsorted daily progress photograph logs - available on any construction site - as well as IFC-based 4D models for progress monitoring. Our approach is based on computing, from the images themselves, the photographer's locations and orientations, along with a sparse 3D geometric representation of the as-built scene using daily progress photographs and superimposition of the reconstructed scene over the as-planned 4D model. Within such an environment, progress photographs are registered in the virtual as-planned environment, allowing a large unstructured collection of daily construction images to be interactively explored. In addition, sparse reconstructed scenes superimposed over 4D models allow site images to be geo-registered with the as-planned components and consequently, a location-based image processing technique to be implemented and progress data to be extracted automatically. The result of progress comparison study between as-planned and as-built performances can subsequently be visualized in the D4AR - 4D Augmented Reality - environment using a traffic light metaphor. In such an environment, project participants would be able to: 1) use the 4D as-planned model as a baseline for progress monitoring, compare it to daily construction photographs and study workspace logistics; 2) interactively and remotely explore registered construction photographs in a 3D environment; 3) analyze registered images and quantify as-built progress; 4) measure discrepancies between as-planned and as-built performances; and 5) visually represent progress discrepancies through superimposition of 4D as-planned models over progress photographs, make control decisions and effectively communicate those with project participants. We present our preliminary results on two ongoing construction projects and discuss implementation, perceived benefits and future potential enhancement of this new technology in construction, in all fronts of automatic data collection, processing and communication.

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Experiment on the Perception of Fire Alarm Sound of Small Construction Site Workers (소규모 건설공사현장 작업자의 화재경보음 인지 실험)

  • Pil-Jae Moon;Seo-Young Kim;Ha-Sung Kong
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.153-160
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    • 2023
  • This research experiments on the workers' recognition of the fire alarm sound for sirens and portable loudspeakers in a small construction site. As a result of analyzing the siren alarm sound recognition from measuring on the 1st, 2nd, and 4th floors, the sound was more unrecognizable on the 4th floor than on the 1st, and 1 person on the 1st floor was unable to recognize all sounds. In the case of the 2nd floor, one person could not notice the alarm in the last 3rd trial, and another did not realize it all three times. For the 4th floor, 3 people demonstrated unrecognition in all 3 tests. As a result of analyzing the recognition of portable loudspeaker alarm sounds, 1 person could not recognize all sounds on the first floor. In the case of the 2nd floor, 2 people were confirmed to be unable to notice, and lastly, 4 people could not recognize all trials on the 4th floor. The subjects who didn't recognize the sound were unable to distinguish between portable loudspeaker alarm sound and work noise due to the workspace and obstacles.

Development of Collaborative Robot Control Training Medium to Improve Worker Safety and Work Convenience Using Image Processing and Machine Learning-Based Hand Signal Recognition (작업자의 안전과 작업 편리성 향상을 위한 영상처리 및 기계학습 기반 수신호 인식 협동로봇 제어 교육 매체 개발)

  • Jin-heork Jung;Hun Jeong;Gyeong-geun Park;Gi-ju Lee;Hee-seok Park;Chae-hun An
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.543-553
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    • 2022
  • A collaborative robot(Cobot) is one of the production systems presented in the 4th industrial revolution and are systems that can maximize efficiency by combining the exquisite hand skills of workers and the ability of simple repetitive tasks of robots. Also, research on the development of an efficient interface method between the worker and the robot is continuously progressing along with the solution to the safety problem arising from the sharing of the workspace. In this study, a method for controlling the robot by recognizing the worker's hand signal was presented to enhance the convenience and concentration of the worker, and the safety of the worker was secured by introducing the concept of a safety zone. Various technologies such as robot control, PLC, image processing, machine learning, and ROS were used to implement this. In addition, the roles and interface methods of the proposed technologies were defined and presented for using educational media. Students can build and adjust the educational media system by linking the introduced various technologies. Therefore, there is an excellent advantage in recognizing the necessity of the technology required in the field and inducing in-depth learning about it. In addition, presenting a problem and then seeking a way to solve it on their own can lead to self-directed learning. Through this, students can learn key technologies of the 4th industrial revolution and improve their ability to solve various problems.

A Study of Color Scheme on Coastal Passenger Ship Seafarer's Workspace (연안여객선 선원의 작업공간 색채계획에 관한 연구)

  • Jin Park
    • Journal of Navigation and Port Research
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    • v.48 no.3
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    • pp.221-231
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    • 2024
  • The aim of this study was to enhance the safety and care of mental health for seafarer working in passenger ship workspaces. Brightness, color values, and color distribution were investigated with issues and improvement ways identified through seafarers' interviews. Firstly, previous studies, references, current policy, regulations, and accident case studies were reviewed. Color compositions of wheelhouse and engine room of M Ship were then surveyed in the field. Color values of each space were analyzed using a colorimeter. Colormeter analysis of brightness and color measurements in the wheelhouse and engine areas indicated that ceilings, walls, and floors were generally dark, with the engine area being very dark. Regarding color, green and blue were distributed in the ceiling of the wheelhouse and engine area, while red and blue were in the walls and floors of the wheelhouse and engine area. According to interviews with seafarers currently working at engine rooms, they responded about their experience of near miss incidents due to a decrepit indoor environment, a dark working environment, slippery and bright flooring, and stairs that were not suitable for domestic users. Thus, when installing lighting in the future, the brightness of the space should be improved by distinguishing between night and day. A lighting plan considering the location of lighting, level of shadow formation and contrast, reflectance of the facility, glare, color of light, floor color plan, and material selection is needed. A facility design suitable for domestic users is also needed.

Research about CAVE Practical Use Way Through Culture Content's Restoration Process that Utilize CAVE (가상현실시스템(CAVE)을 활용한 문화 Content의 복원 과정을 통한 CAVE활용 방안에 대한 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Hur, Yung-Ju
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.11-20
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    • 2004
  • Virtual reality that we have seen from the movies in 80's and 90's is hawing near based on the rapid progress of science together with a computer technology. Various virtual reality system developments (such as VRML, HMD FishTank, Wall Type, CAVE Type, and so on) and the advancement of those systems make for the embodiment of virtual reality that gives more sense of the real. Virtual reality is so immersive that makes people feel like they are in that environment and enable them to manipulate without experiencing the environment at first hand that is hard to experience in reality. Virtual reality can be applied to the spheres, such as education, high-level programming, remote control, surface exploration of the remote satellite, analysis of exploration data, scientific visualization, and so on. For some connote examples, there are training of a tank and an aeroplane operation, fumiture layout design, surgical operation practice, game, and so on. In these virtual reality systems, the actual operation of the human participant and virtual workspace are connected each other to the hardware that stimulates the five senses adequately to lend the sense of the immersion. There are still long way to go, however, before long it will be possible to have the same feeling in the virtual reality as human being can have by further study and effort. In this thesis, the basic definition, the general idea, and the kind of virtual reality were discussed. Especially, CAVE typed in reality that is highly immersive was analyzed in definition, and then the method of VR programming and modeling in the virtual reality system were suggested by showing the restoration process of Kyongbok Palace (as the content of the original form of the culture) that was made by KISTI(Korea Institute of Science and Technology Information) in 2003 through design process in virtual reality system. Through these processes, utilization of the immersive virtual reality system was discussed and how to take advantage of this CAVE typed virtual reality system at the moment was studied. In closing the problems that had been exposed in the process of the restoration of the cultural property were described and the utilization plan of the virtual reality system was suggested.

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