scholarly journals THEORETICAL CONSIDERATIONS REGARDING VIRTUAL METHODS TO OBTAIN THE GARMENT PROTOTYPE (2D/3D AND 3D/2D)

2021 ◽  
Vol 2021 ◽  
pp. 238-246
Author(s):  
M. Avadanei ◽  
A. Talpa ◽  
A. Curteza ◽  
D. Viziteu ◽  
I. Dulgheriu

With the progress and development of science and technology, virtual reality technology is becoming more and more present, its application in digital creations is becoming more and more widespread. Everything the user does is calculated by the computer and has real-time feedback, making this virtual environment more realistic and giving the user an immersive experience. This technology integrates the latest developments in computer science, computer simulation, artificial intelligence, recognition, display and online parallel processing. Virtual prototyping offers a new way to explore the design and subsequent changes that need to be made to the product before it is manufactured in larger quantities or put into production. The development of new product models using virtual tools requires a certain level of training of the designer; he/she must have skills in understanding and using the specific tools for CAD systems (2D and 3D) and technical knowledge regarding the ways of conceptual product development. This paper presents the methodology of the virtual development process for an apparel product model, using the tools of the 2D and 3D digital environments. The first solution is to design the 2D patterns of the components of an apparel product, followed by a 3D simulation that verifies the aforementioned solution. The second solution is to design the 3D components using the tools of the 3D digital environment (the software used is Clo3D) and then extract the 2D parts required for the classical manufacturing process.

2020 ◽  
Vol 8 (2) ◽  
pp. 4 ◽  
Author(s):  
E. K. Samerhanova ◽  
M. A. Balakin

Introduction. The article deals with the training of professional educational program managers for work in the digital environment of a university. The digital environment of the university is considered from the perspective of managing professional educational programs and is a complex open system that integrates system components for managing content, process, resources, contingent, finance and quality of programs that ensure the integrity and continuity of the educational process at all levels and in all respects. The implementation of a digital model for managing educational programs at a university on the basis of a single digital ring of services for an electronic platform for managing educational programs at a university dictates the need for digital competencies of managers of major professional educational programs (OPOP).By digital competence of the leaders of professional educational programs we mean the ability and willingness to perform labor functions in the design, implementation and replication of an educational program using digital technologies that ensure the effectiveness of activitiesThe way to identify professional deficiencies in the field of digital competencies of the leaders of professional educational programs was the personalized design of educational internship trajectories with tutorial support for the internship. The internship trajectory of the heads of OPOP has a modular structure and is aimed at eliminating professional deficits in the field of information, methodological, communication, technological and organizational component of digital competencies. The internship site (virtual laboratory) is a virtual educational space that provides training for educational program managers and online events: hackaths, quests, webinars, etc.Materials and methods. When writing an article, the following methods were used - theoretical and methodological analysis and synthesis of available special domestic and foreign scientific and methodological literature, conceptual analysis of scientific articles and publications on the topic; study and generalization of both domestic and foreign developments and implementation of projects to create digital environments in education management; application of generalization, comparison, forecasting methods, online surveys.Results. The structure of the digital environment for managing professional educational programs at the university is presented. Functionally described is the ring of digital services for the management of OPOP. The analysis of different approaches to assessing the digital competencies of educators is presented. The concept of digital competencies has been clarified in relation to the head of a professional educational program. The content of the components of digital competency is described: informational, methodological, communication, technological, organizational.Discussions and Conclusions. The developed modular program for eliminating professional deficits of heads of professional educational programs in the field of digital competencies, based on the personalized design of educational internship trajectories with tutorial support for internships, will allow you to effectively administer and manage BEP in the digital environment of the university.


1995 ◽  
Vol 1 (1) ◽  
pp. 9-22 ◽  
Author(s):  
Thomas P. Caudell

This paper describes the on-going development of a novel interface approach to understanding complex systems. We present a description of an interface, referred to as a Homunculus, which allows an experimenter to explore complex systems through immersive virtual reality technology. We describe an initial application under development where the Encephalon, a biologically motivated neural architecture, is used to control a robotics system. Encephalon modules are represented in the Homunculus as 3D icons. Information flow between modules of the neural network is represented as graphical animations. Virtual tools will be available to view, manipulate, model, diagnose, analyze, and navigate through the software and multi-dimensional data. We discuss many important research questions revealed by this work.


Author(s):  
Fei Gao ◽  
Dieter Roller

Abstract Capturing design process is becoming an important topic of feature-based modeling, as well as in product data exchange, concurrent design, and cooperative design. Three critical issues on the modeling of design process are considered in this paper, namely, feature concepts, feature evolution, and the semantic consistencies of the states of product models. A semantics-based product model is introduced to facilitate the description of both conceptual and detailed models, and to maintain the semantic consistencies of product states. The process is represented by feature states and their evolution records. Feature type variation and prototype-based design are proposed to support feature evolution. A conceptual description of the design process and an example are given.


2020 ◽  
Vol 10 (3) ◽  
pp. 1078 ◽  
Author(s):  
Elisavet Tsilimantou ◽  
Ekaterini T. Delegou ◽  
Ioannis A. Nikitakos ◽  
Charalabos Ioannidis ◽  
Antonia Moropoulou

Multidisciplinary data integration within an information system is considered a key point for rehabilitation projects. Information regarding the state of preservation and/or decision making, for sustainable restoration is prerequisite. In addition, achieving structural integrity of a historic building, especially one that has undergone many construction phases and restoration interventions, is a very elaborate task and should, therefore, involve the study of multidisciplinary information regarding historical, architectural, building material and geometric data. In this paper the elaboration of such data within 2D and 3D information systems is described. Through the process described herein, a methodology, including the acquisition, classification and management of various multisensory data, is displayed and applied within a geographic information system (GIS). Moreover, the multidisciplinary documentation process, aggregated with the surveying products, generates 3D heritage building information modeling (HBIM), including information regarding construction phases, pathology and current state of preservation of a building. The assessment of the applied methodology is performed concluding in a qualitative and a quantitative manner, in both 2D and 3D environments, providing information to facilitate the structural assessment of a historic building. Thus, in this work, the described methodology is presented, combining the multidisciplinary data with the development of GIS thematic maps and an HBIM. Representative results of the suggested methodology applied on the historic building of Villa Klonaridi, Athens, Greece are displayed.


Author(s):  
Eliab Z. Opiyo

Flat screen displays such as CRT displays, liquid crystal displays and plasma displays are predominantly used for visualization of product models in computer aided design (CAD) processes. However, future platforms for product model visualization are expected to include 3D displays as well. It can be expected that different types of display systems, each offering different visualization capability will complement the traditional flat-screen visual display units. Among the 3D display systems with biggest potential for product models visualization are holographic volumetric displays. One of the most appealing characteristic features of these displays is that they generate images with spatial representation and that appear to pop out of the flat screen. This allows multiple viewers to see 3D images or scenes from different perspectives. One of the main shortcomings of these displays, however, is that they lack suitable interfaces for interactive visualization. The work reported in this paper focused on this problem and is part of a large research in which the aim is to develop suitable interfaces for interactive viewing of holographic virtual models. Emphasis in this work was specifically on exploration of possible interaction styles and creation of a suitable interaction framework. The proposed framework consists of three interface methods: an intermediary graphical user interface (IGUI) — designed to be utilizable via a flat screen display and by using standard input devices; a gestural/hand-motions interface; and a haptic interface. Preliminary tests have shown that the IGUI helps viewers to rotate, scale and navigate virtual models in 3D scenes quickly and conveniently. On the other hand, these tests have shown that tasks such as selecting or moving virtual models in 3D scenes are not sufficiently supported by the IGUI, and that complementary interfaces may probably enable viewers to interact with models more effectively and intuitively.


Author(s):  
Sofia K. Georgiadis ◽  
Andrew Comba

The concept of operations for NYCT systems is changing as a result of Automatic Train Supervision (ATS) Communications-Based Train Control (CBTC), and Solid State Interlocking (SSI) deployment. Train dispatchers are dealing with a higher degree of automation with ATS systems; and similarly, train operators are adjusting to a split between automated and manual processes with CBTC systems. The emerging CBTC and SSI systems are becoming Information Technology (IT) infrastructure and digital-control based. While CBTC is increasing the overall safety of the signaling system, it is also increasing system complexity, especially from an analysis point of view. These issues are addressed at NYCT by the implementation of DoDAF, which the U.S. Department of Defense Architecture Framework, an Enterprise Architecture. This paper discusses VSI’s application of DoDAF with a focus on the safety certification mission. It begins with an overview of DoDAF, followed by a description of Views and Product-models, the building blocks of DoDAF. Each section presents a high-level description of each View, along with exemplary Product-model descriptions, 1 or 2 per View. In addition, two system capability requirements, Safe Train Separation and Control Speed to Restriction Limits, are examined and mapped throughout the model.


Author(s):  
Olof Johansson ◽  
Henric Andersson ◽  
Petter Krus

Conceptual design for complex products like aircraft and power plants requires a considerable effort since the product models become very large if they are to cover all important aspects for different stakeholders. To cope with this overall effort, designers have to rely on legacy designs and reuse, and improve the product concepts incrementally between product generations. This paper describes a generalized inheritance mechanism we call generic object inheritance that enables quick reuse and modification of conceptual product models at any level in their hierarchical break down structures. By facilitating reuse of conceptual models of previously well studied products, more time can be spent on developing the parts that contain the edge of a new product generation. This enables keeping the modified concepts in context of a complete analyzable product model where the impact of changes can be studied without having to maintain multiple copies of the same object structures. The paper describes how generic object inheritance is used for developing the next version of a conceptual product model of a small business jet, while reusing the essential parts of the previous version with minor modifications to design parameters and substructures. The design and core mechanisms of generic object inheritance are briefly described, and illustrated with examples from the case study.


2015 ◽  
Vol 807 ◽  
pp. 89-98 ◽  
Author(s):  
Jan Würtenberger ◽  
Sebastian Gramlich ◽  
Tillmann Freund ◽  
Julian Lotz ◽  
Maximilian Zocholl ◽  
...  

This paper gives an overview about how to locate uncertainty in product modelling within the development process. Therefore, the process of product modelling is systematized with the help of characteristics of product models and typical working steps to develop a product model. Based on that, it is possible to distinguish between product modelling uncertainty, mathematic modelling uncertainty, parameter uncertainty, simulation uncertainty and product model uncertainty.


2021 ◽  
Vol 12 ◽  
Author(s):  
Felipe Reinoso-Carvalho ◽  
Raffaele Campo ◽  
Modesto De Luca ◽  
Carlos Velasco

As we tend to consume more and more via e-commerce platforms, the digital version of a dietary product’s package can be one of the most important touchpoints that the consumer has with such product during the purchasing stage of the consumer’s journey. Hence, a dietary food/drink properly presented via its packaging in e-commerce is key, for example, to nudge consumers toward healthier purchase habits. In this study, we assessed the role of different configurations of visual cues commonly present in a product’s packaging (jar vs. bag, transparent vs. opaque, labeled vs. unlabeled) in the expectations associated with dietary cookies when presented in a digital environment. A between-participants study was conducted where eight different packages with different combinations of the three aforementioned features were digitally evaluated by the participants. The results suggest that the presence (vs. absence) of labeling triggered the highest ratings on most assessed dimensions (product quality, healthiness, lightness, sweetness, crumbliness, price, tastiness, greediness for product, product/packaging liking). Moreover, transparent (vs. opaque) packaging tends to yield higher expectations concerning this product’s quality (i.e., product liking, package liking, greediness), though it has an opposite effect on the expected healthiness for such cookies. Some particular interactions between these three visual cues were also observed and are discussed as part of the obtained results. In summary, our results point to how the visual appearance of packaging can be strategically used in order to potentially nudge consumers toward healthier cookie purchase habits.


Author(s):  
Eduard V. Patrakov ◽  
Viktor I. Panov

The article is dedicated to the theoretical study of the process of convergence and integration of the digital and predigital environments. The general and distinctive features of the following concepts: “information society”, “information environment”, “digital environment” in terms of influence on an individual and on a social group are presented. Based on psychological research in various areas, the authors present a classification of stages where the convergence of the digital and pre-digital environment takes place. The concept of “interference” and its application in psychology and the related disciplines is revealed; the authors’ understanding of interference to describe the area of merging and integration of the digital and pre-digital environments is showcased. The results of the research can be of significance in the study of digital environments in both theoretical and empirical research, explaining the digital transformation of the subject.


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