Mechanical Behavior Analysis of Flexible Parts in a Real-Time Virtual Environment for Aided Design

Author(s):  
Frédéric Druesne ◽  
Jean-Luc Dulong ◽  
Pierre Villon
2021 ◽  
Vol 13 (3) ◽  
pp. 1081
Author(s):  
Yoon Kyung Lee

Technologies that are ready-to-use and adaptable in real time to customers’ individual needs are influencing the supply chain of the future. This study proposes a supply chain framework for an innovative and sustainable real-time fashion system (RTFS) between enterprises, designers, and consumers in 3D clothing production systems, using information communication technology, artificial intelligence (AI), and virtual environments. In particular, the RTFS is targeted at customers actively involved in product purchasing, personalising, co-designing, and manufacturing planning. The fashion industry is oriented towards 3D services as a service model, owing to the automation and democratisation of product customisation and personalisation processes. Furthermore, AI offers referral services to prosumers or/and customers and companies, and proposes individual designs with perfect styles and measurements using new 3D computer aided design and AI-based product design technologies for fashion and design companies and customers. Consequently, 3D fashion products in the RTFS supply chain are entirely digital, saving time and money with sampling and tracking capabilities, secured, and trusted with personalised service delivery.


1997 ◽  
Vol 17 (3) ◽  
pp. 52-61 ◽  
Author(s):  
J.X. Chen ◽  
N.d.V. Lobo ◽  
C.E. Hughes ◽  
J.M. Moshell

2013 ◽  
Vol 483 ◽  
pp. 229-233
Author(s):  
Yi Liu ◽  
Shi Qi Li ◽  
Jun Feng Wang

This paper presents a feasible approach for modeling and locating of assembly\disassembly tools in the virtual scene: First, a novel point-vector model for tool is presented by means of abstracting the locating constraints of tools; Then, the mapping relationship for locating constraints between tools and parts is detailed; Finally, the best matching constraints algorithm is proposed on basis of point-vector model, which can calculate the locating constraints to the triangle model of part in real time. The proposed method has been integrated in the virtual assembly system to solve practical assembly problems.


Author(s):  
M. J. Rupérez ◽  
F. Martínez-Martínez ◽  
M. Martínez-Sober ◽  
M. A. Lago ◽  
D. Lorente ◽  
...  

2006 ◽  
Vol 31 (3) ◽  
pp. 77-84
Author(s):  
Rabee M. Reffat

This paper introduces an alternative teaching model in a virtual architectural design studio, its application, impacts and constraints. This model aims for achieving collaborative learning through facilitating students to Inhabit, Design, Construct and Evaluate (IDCE) their designs collaboratively in a multi-user real-time 3D virtual environment platform (Activeworlds). The application of this model in virtual design studio (VDS) teaching has favorably impacted students' motivation for active, creative and explorative learning, social dynamics between studio participants. It also fostered learning electronic communication, collaboration techniques and etiquette in addition to design technology. The model assisted in developing collaborative experience and shared responsibility. However, there are some drawbacks of the virtual environment platform that hindered having a responsive design environment to users' needs with especially in modeling and rate of viewing. The advantages and constraints of applying the IDCE teaching model in a multi-user real-time 3D virtual environment for first year students at the University of Sydney are addressed in this paper.


2013 ◽  
Vol 8 (4) ◽  
pp. 118-124
Author(s):  
Boris Morozov ◽  
Boris Dolgovesov ◽  
Boris Mazurok ◽  
Mikhail Gorodilov

An approach to the development of technical solutions for the creating of a real-time Distributed Multimedia Virtual Environment is described. The main objective of the environment - control the formation and delivery of multimedia content from multiple sources to multiple recipients


Author(s):  
Hocine Chebi

Camera placement in a virtual environment consists of positioning and orienting a 3D virtual camera so as to respect a set of visual or cinematographic properties defined by the user. Carrying out this task is difficult in practice. Indeed, the user has a clear vision of the result he wants to obtain in terms of the arrangement of the objects in the image. In this chapter, the authors identify three areas of research that are relatively little covered by the literature dedicated to camera placement and which nevertheless appear essential. On the one hand, existing approaches offer little flexibility in both solving and describing a problem in terms of visual properties, especially when it has no solution. They propose a flexible solution method which computes the set of solutions, maximizing the satisfaction of the properties of the problem, whether it is over constrained or not. On the other hand, the existing methods calculate only one solution, even when the problem has several classes of equivalent solutions in terms of satisfaction of properties. They introduce the method of semantic volumes which computes the set of classes of semantically equivalent solutions and proposes a representative of each of them to the user. Finally, the problem of occlusion, although essential in the transmission of information, is little addressed by the community. Consequently, they present a new method of taking into account occlusion in dynamic real-time environments.


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