This study analyzes the body shapes of lower-body obese female adolescents and proposes a slacks pattern suitable for their body type. Lower-body obesity is a prevalent type of teenage obesity, and our proposals aim to improve consumer satisfaction in ready-to-wear clothes across this demographic. We first observe characteristics of obese lower bodies, noting significantly above-average thigh and hip circumference. These figures indicate a high degree of curvature in obese lower bodies, along with a large drop value. Leveraging this data, we develop a novel slacks pattern using 3D avatars in a virtual simulation system. The formulas for the main areas of the pattern are as follows: front waist girth W/4+0.75cm+0.5cm, back waist girth W/4+0.5cm– 0.5cm, front hip girth H/4+1.25cm–0.5cm, back hip girth H/4+2cm+0.5cm, front crotch extension H/16+0.5cm, back crotch extension H/8+1cm. Results from appearance evaluations show that this pattern minimizes strain rate on the waist and hips, and its average score is significantly higher than that of an alternative pattern that was also evaluated. The minimized strain rate and high average score indicate that our pattern assigns a sufficient amount of space to the appropriate areas. Based on these results, we expect our research to inform slacks pattern development and production for obese consumers of all types.
This study seeks to increase the satisfaction of elderly men when purchasing and wearing ready-to-wear clothes by designing a slacks pattern suitable for their body type, which is determined by analyzing their lower bodies using virtual avatars and 3D virtual simulation system. The study found the following. First, based on virtual visualization of the comparison slacks pattern, the waistline position was consistently the lowest scored question among the evaluation survey items. Interpretation of this dissatisfaction suggests that, because the front waistline falls below the abdomen, the lower body, and especially the abdominal shape, is unpleasantly emphasized. Second, by using a virtual simulation system, the study developed a new slacks pattern that considered the concerns of elderly men. The primary measurement changes were as follows: front waist girth W/4+1.5cm+0.5cm, back waist girth W/4+1.5cm–0.5cm, front hip girth H/4+2.5cm–0.5cm, back hip girth H/4+2.5cm+0.5cm. Third, the new slacks pattern’s appearance was evaluated more highly than the comparison pattern, confirming the new pattern’s appropriateness for elderly men. This study demonstrates how slacks and other clothing patterns designed in a 3D virtual garment simulator can be used to design more appealing clothing for elderly men, increasing the satisfaction of wearing ready-made clothes at older ages.
본 논문은 가상 부동산 게임을 통한 가상토지 거래와 분할 거래를 위한 가상 경제 플랫폼을 제안한다. 이것은 실제 존재하는 지구 위의 땅이 아닌 가상공간에서 설계된 3차원 공간을 거래하고 소유하는 가상 경제 플랫폼 에 관하여 연구이다. 이를 위해 메타버스를 이용하여 실제 지구의 모습과 유사한 가상의 지구를 세분화시켜 구현했다. 또한 블록체인 기술을 이용한 가상화폐를 통해 거래의 신뢰성을 가질 수 있게 했다. 게임의 특징으 로는 다음과 같다. 가상공간의 콘텐츠 서비스를 위한 프로세스 기능을 단순화했다. 또한 서비스의 차별화를 통하여 사용자의 진입 장벽을 최소화했으며, 게임을 통해 부동산 분할 매매와 분할임대를 위한 프로세스를 제 안했다. 또한 가상부동산에 대한 수익모델을 통하여 가상 경제 플랫폼에 대한 개념을 제안했다. 본 논문은 메 타버스와 블록체인 기술을 활용하여 기존 경제적 가치 개념을 가상 경제 플랫폼으로 활용하는 연구 모델로 제안한다.
The purpose of this study is to create a shirt sloper suitable for an elderly male body shape by producing virtual models using a 3D-virtualization program, making a torso prototype using the Yuka CAD system, and employing 3D simulation to virtualize and calibrate the model. First, the following three types of obese dummies are implemented through the CLO 3D program: Type 1 exhibits body fat in the lower body; Type 2 exhibits an obese abdomen; and Type 3 displays a balanced form of obesity. Second, for the design of the shirt pattern, the waist back length (measured value+1), back armhole depth (C/10+12+3+0.5~1.5), front armhole depth (back armhole depth 0~1), front interscye (2C/10‒1+0.5‒0.5), armscye depth (C/10+2+3.5+ 0.5), back interscye (2C/10‒1+1), front chest C (C/4+2.5+1), back chest C (C/4+2.5‒1), front hem C (C/4+2.5+1(+2)), back hem C (C/4+2.5‒1(+2)), cap height (AH/3‒5), and biceps width (Front AH‒1, Back AH‒1) are calculated. Third, the virtual attachment of the shirt pattern is resolved by increasing the front and back armhole depths, and the front and rear wrinkles are improved by adding a back armhole dart. The front hem lift and lateral pull caused by the protrusion of the abdomen are amended by increasing the margin of the chest, waist C, and hip C, with the appearance improved by balanced margin distribution in the front, back, and side panels. The improved retail pattern with an increase in the front armholes C was balanced on the torso plate.
To enhance the effectiveness of the FMS (flexible manufacturing system), it is necessary for the manufacturing control system to be upgraded by integrating the cyber and the physical manufacturing systems. Using the CPPS (Cyber-Physical Production System) concept, this study proposes a 4-stage vertical integration and control framework for an aircraft parts manufacturing plant. In the proposed framework, the process controller prepares the operations schedule for processing work orders generated from the APS (advanced planning & scheduling) system. The scheduled operations and the related control commands are assigned to equipments by the dispatcher of the line controller. The line monitor is responsible for monitoring the overall status of the FMS including work orders and equipments. Finally the process monitor uses the simulation model to check the performance of the production plan using real time plant status data. The W-FMCS (Wing rib-Flexible Manufacturing Control & Simulation) are developed to implement the proposed 4-stage CPPS based FMS control architecture. The effectiveness of the proposed control architecture is examined by the real plant’s operational data such as utilization and throughput. The performance improvement examined shows the usefulness of the framework in managing the smart factory’s operation by providing a practical approach to integrate cyber and physical production systems.
증가하는 기관 손상으로 발생하는 해양사고를 예방하기 위해 기관 정비에 대한 교육 및 훈련의 필요성이 증대되고 있다. 하지만 장비의 크기 및 장소의 제약 등으로 실제 장비를 통한 실습교육은 현실적으로 어렵다. 이러한 해결책으로 가상현실(VR)을 이용한 선박주기관 교육훈련 시스템 개발의 필요성이 증대되고 있다. 본 논문의 목적은 기존의 VR 프로그램과 장비를 이용하여 선박주기관 교육과 훈련에 최적화된 시스템을 개발하는 것이다. 이를 위해 수업용으로 적합한 선박주기관과 교육대상을 선정하여 모델링하고 VR 개발 소프트웨어를 사용하여 시스템을 개발하였다. 개발된 VR 교육·훈련 시스템은 교육과정에서 훈련이나 실습하기 어려운 내용들을 가상현실을 통해 실제와 유사하게 체험할 수 있도록 구성하였다. 본 연구에서는 개발된 VR 교육 장비를 활용하여 한국해양대학교 4학년 학생들을 대상으로 주기관 교육을 실시하였으며, 적은 표본 수이긴 하지만 교육 효과가 있음을 확인하였다. 향후 기관분야에서 VR를 활용한 교육·훈 련 시스템이 도입된다면 선박주기관에 대한 유지·보수 능력이 향상되고 해양사고 저감에도 기여할 수 있을 것으로 판단된다.
Using 3D based BIM(Building Information Modeling) enables a variety of construction simulations. The is no case to simulate BIM demonstration experiment on deeply immersed virtual reality environment in korea. This paper develops a multi screen based simulation system to enable 3D based immersed environment to diverse decision making and virtual construction simulation. In a developed simulation laboratory, we can carry out BIM drawing review, disaster evacuation simulation, constructability review on wild land and design urban planning using haptic device on 3-side space with 4K resolution . Also, It can review large amount of drawings without data conversion because of compatibility with BIM software.
BIM(building information modeling) has been actively applied to construction industries and to maximize its application through the life cycle of structure, various relevant technologies have been proposed. In particular, 4D sequencing management and 5D cost-related management were introduced as an improved version of the design review and interface control by 3D information design. On the other hand, the virtual construction using virtual construction equipment can sophisticatedly handle capacity, dynamic movement, collision boundaries of actual construction machines but it still stays at a low level in a technical sense. In this study, simulation systems based on BIM involving virtual construction equipment have been developed; then it is applied to the actual construction project to evaluate the safety and efficiency of construction equipments. It was confirmed that the simulation systems can be utilized to construct virtual construction site by using an effective 3D library of construction equipment and can plays a key role to secure construction safety and economic feasibility. Specifically, the simulation system are very useful for decision making by construction managers to select the optimum equipment and construction method with a better understanding for safety and cost-saving.
This paper presents development of the new haptic device for virtual wall collision test. Mathematical model of the proposed system considering virtual wall collision is developed and tuned by comparing force responses from simulation and experiment with free motion. To verify the effectiveness of the proposed model, a range of collision tests against virtual wall are accomplished, conditioned on different collision speeds to virtual wall. In addition, hybrid PI control scheme is applied to improve the performance of the proposed haptic system in virtual wall collision experiments.
This paper addresses the problem of how to effectively use virtual reality(VR) for improving the quality of safety training systems. As the working environment and the working system in the industry are more and more complex and large-scaled, the concern with system safety is accordingly growing. Safety training systems are regarded as an effective way for increasing workers’ interest in system safety and enhancing their ability of preventing and handling accidents/incidents. Recently, it has been reported that VR would be effectively used for improving the quality of safety training systems, with its technically specialized features. However, little attention has been given to the problem of how to effectively use VR for safety training systems. In order to make the best use of new technology such as VR, it is important to examine its advantages and disadvantages and the contexts to which its use can be beneficial. This paper firstly reviews the current status of safety training systems and the use of VR for safety training systems in the inside and outside of the country. Next, we summarize the interview with safety managers in four manufacturing companies, which was conducted to understand the requirements of stake-holders of the issue. Based on the review and the interview, we suggested the ways of using VR in safety training systems in an effective manner. They are described from the four perspectives: development and maintenance cost, lack of specialized workers, design of accident scenarios used with VR, and empirical demonstration of the effectiveness of VR in safety training.
The purpose of this study was to develop slacks patterns for obese-schoolgirls aged 10~12 by using a 3D virtual garment simulation system. The criteria for subjects in this study were girls who had a BMI of over 25kg/m2. A total of 155 schoolgirls who met these criteria were enrolled. The results were as follows: First, by using 3D virtual garment simulation, a new slacks pattern considerate of obese-schoolgirls was developed. The basic numerical formulae were as follows: Front and back hip girth of H/4-0.5+1 and H/4+0.5+1.5, front waist girth of W/4+1+0.5, back waist girth of W/4+2+0.5, front crotch extension of H/16-0.5, back crotch extension of H/8-0.5, front dart amount of 1, and back dart amount of 2. Second, according to the new slacks pattern appearance evaluation, the new slacks pattern scored more highly than the existing pattern for silhouette and ease amount, confirming that the new slacks pattern is appropriate for obese-schoolgirls. Additionally, the new slacks pattern was evaluated allowing for the proper space length of the waist, abdomen and hips. This study is expected to serve as important basic data for ensuing studies that may utilize a 3D virtual garment simulation system with 2D patterns and for future 3D pattern production program development.
Recently, a lot of smart devices such as smart phones have been spread. The research on smart education based on the devices are being actively investigated. A typical example of them is EPub3.0 proposed by the IDPF. Even if the educational content has supported multimedia such as image, video, text to speech and etc, it does not support a 3D virtual content yet. So a virtual reality-based education has not been achieved. In this paper, we propose an educational content system in which a virtual education simulation is possible through smart devices. To do it, the proposed system consists of an authoring tool creating 3D virtual educational content, and a viewer visualizing the content. The experimental results showed possibility of virtual experience education.
Recently, a lot of smart devices such as smart phones have been spread. The research on smart education based on the devices are being actively investigated. A typical example of them is EPub3.0 proposed by the IDPF. Even if the educational content has supported multimedia such as image, video, text to speech and etc, it does not support a 3D virtual content yet. So a virtual reality-based education has not been achieved. In this paper, we propose an educational content system in which a virtual education simulation is possible through smart devices. To do it, the proposed system consists of an authoring tool creating 3D virtual educational content, and a viewer visualizing the content. The experimental results showed possibility of virtual experience education.
This study aims to compare the ease of men's slim pants patterns, and to analyze the fit and appearance through the 3D virtual garment system. The study selected four educational materials and one industrial pattern of slim pants for a total of five items. The CLO 3D Modelist program was utilized to carry out the appearance evaluation through virtual wearing and opacity, and a comparison was performed regarding the clothing pressure when the virtual model was standing and walking. The results of our comparison of the patternmaking for slim pants showed that pattern C pants had the greatest ease on the waist circumference, while B pants showed no ease. The C and E pants also had the most ease on the hip measurement. In the appearance evaluation, A pants received the most favorable results, followed by D, E, B, and C, in descending order. The clothing pressure appeared to be mainly red on the waist, crotch, and hem when standing in all pants, so the clothing pressure was high. While walking, the stress appeared to be different for the left and right parts of the body, and the most significant difference was observed on the thigh area.
This paper proposes the design and implementation of a system to provide a web-based ubiquitous 3D virtual reality education environment for secondary students to help experiment freely with safety by computer simulation in physics education. To realize this system, ThreeJS, one of the famous 3D graphics libraries based on javascript, has been used to support WebGL(Web Graphic Library). Hence the system became browser independent to give flexibility for most users. It is designed to make the mouse control change the position of the camera of the 3D graphics, so that the user can observe the virtual motion in various viewpoints. In contrast to the other local PC based education systems, this web-based system is much easier for distribution and management.