• Title/Summary/Keyword: Virtual World

Search Result 995, Processing Time 0.028 seconds

A Study on Internship Program Development for Fashion Industry - Focused on Internship Activation Method of Fashion Industry and Government- (패션산업 인턴십 프로그램 개발에 관한 연구 - 패션기업과 정부의 인턴십 활성화 방안을 중심으로 -)

  • Yu, Ji-Hun;Chung, Sang-Gil
    • The Research Journal of the Costume Culture
    • /
    • v.13 no.5 s.58
    • /
    • pp.699-711
    • /
    • 2005
  • This study was following one of 'A study on the consciousness of fashion industries internship'. The purposes of this study were to develop the internship program which focused on practical use to introduce and carry out for fashion industries, and secondly to propose some regime for government to activate fashion internship. Reference searching method and depth interviewing method were used for this study. The results were as follows : Fashion industry internship was grouped into two classes, 'on-the-job training'; educating students fields and 'talent hunting'; selecting good persons. Internship of industry-academic world was classified into two types; the one is 'credit type' which has curriculums between universities and industries and the other is 'non-credit type' which has not any credit and is operated by industry own system. This study provided the development courses of pragmatic program to perform internship systematically and it also provided the program models for guide line in fashion industries. Six grades such as ready step, introduction step, selection step, management step, evaluation step and feed-back step were proposed for the internship program development steps of fashion industries. A virtual organization, 'The Fashion Industry and Academy Association' was proposed as a policy for activating internship between universities, industries and government.

  • PDF

Generating Artificial Winds for Real-time Applications (실시간 응용을 위한 인위적인 바람의 생성)

  • Lee, Nam-Kyung;Baek, Nak-Hoon;Lee, Jong-Won;Ryu, Kwan-Woo
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.27 no.8
    • /
    • pp.701-709
    • /
    • 2000
  • Real world wind can be classified into two categories: natural wind and artificial wind. Artificial wind can be generated by human beings, air conditioners, electric fans, etc. In this paper, a model for artificial wind is presented. We also present methods to efficiently calculate the forces applied to the objects under influence of the artificial wind. Our model is designed for real-time applications such as virtual environments. A general wind generating system can be established through integrating our model with previous wind models those are concentrated on the natural wind generation.

  • PDF

The Development of a Translater for the VRML Implementation Model from the ADL Model (ADL 모델로부터 VRML 구현 모델을 위한 변환기 개발)

  • Kim Chi-Su
    • The KIPS Transactions:PartD
    • /
    • v.13D no.2 s.105
    • /
    • pp.235-240
    • /
    • 2006
  • Software architectures may be described using text-based architecture description language(ADL). The key goals of an ADL are to communicate alternate designs between different stakeholders, to detect reusable structures, and to record design decisions. This paper provided a solution to the representation problem by creating a tool for three-dimensional representation of architectural viewpoints. The tool consisted of an architecture description language(VTADL) to first describe the software architectures and viewpoints on the architectures; and a VTADL-to-VRML translator to translate each viewpoint into a separate virtual reality world The goal of the paper was to devise algorithms for translating an ADL into effective VRML representations based on the desired viewpoint. The VRML representations were intended to enhance comprehension on the overall design and to improve communications between diverse stakeholders.

Research Analysis on STEAM Education with Digital Technology in Korea to Prepare for Post-Corona Era Education

  • Hyun, Jung Suk;Park, Chan Jung
    • International Journal of Contents
    • /
    • v.16 no.3
    • /
    • pp.101-110
    • /
    • 2020
  • Problem solving in real life is a core competency commonly adopted in several subjects recently. The real-world problems were rarely resolved with only one domain of knowledge. Thus, convergence education is becoming a trend in many countries. As on-line education is revitalized because of COVID-19, the need for changes to STEAM education is emerging. In December 2019, the on-line education systems quickly settled in schools because of COVID-19. During the first semester of 2020, most school education was conducted as virtual/distance learning classes. It is necessary to analyze how much technology has been used in the STEAM classes in Korea. This paper analyzes the research papers related to the STEAM education in Korea conducted in the last 10 years. By doing this, we analyze what kind of edutechs we were interested in, what kind of STEAM education actually occurred, and to whom it was conducted. The previous research papers analyzed in this paper are the papers in the Korea Citation Index accredited journals and candidate journals. Finally, this paper proposes educational changing factors to be considered for future technology-based STEAM education.

Study of Furniture Design Utilizing 3D Printers Joris Laarman (요리스 라만(Joris Laarman)의 3D프린터를 활용한 가구디자인에 관한 연구)

  • Lee, Hyun Jung
    • Journal of the Korea Furniture Society
    • /
    • v.27 no.2
    • /
    • pp.128-136
    • /
    • 2016
  • Digital designs that appear in the three-dimensional virtual space by the digital type are designed as there is not an image created with an organic artificially generated (Creation) and representation (Modifying), developed by the specific environment given. The advanced digital design will produce a result with an algorithm according to a mathematical operation and the environment and has the nature of generating the real world, changes, development and affinity (Genetic Process). The digital design process is largely defined by a set of processes that are consistently designed to integrate form of creation, reproduction, proceeds in three steps, while the manufacture and assembly as a form of maintenance as possible the intended form of control data from the concept of building. By Joris Laarman 3D printer design is a simulation created by the digital process by the various algorithms and design achieved through the development of 3D printers, such as new materials and MX3D. From the mold production of a complex whole by using a robot and other digital production tool extracts a variety of forms.

HUMAN INTERFACE TO MULTIMEDIA DATABASE SYSTEMS

  • Higuchi, Kazugide;Tada, Masahiro;Ogino, Akihiro;Sato, Ayumi;Yano, Emi;Kobayashi, Hayato;Kato, Toshikazu
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
    • /
    • 2002.05a
    • /
    • pp.274-277
    • /
    • 2002
  • To transmit users' intentions that vary with each person, intuitive and hi-directional interactions between users and a computer are necessary. We considered these interactions by dividing them into two spaces, physical space and informational space. Informational space supports human thinking process by arranging and visualizing much information. Physical space reproduces the real world where various restrictions exist to virtual space. From the viewpoint of three aspects - contents model, kansei model and context model - we defined the style of the interaction between user and multimedia database. In this paper, for the purpose of examining the way to realize the interaction based on these models, we developed interior design coordination support system and garden coordination system, and then evaluated them.

  • PDF

Layered Depth Image Representation And H.264 Encoding of Multi-view video For Free viewpoint TV (자유시점 TV를 위한 다시점 비디오의 계층적 깊이 영상 표현과 H.264 부호화)

  • Shin, Jong Hong
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.7 no.2
    • /
    • pp.91-100
    • /
    • 2011
  • Free viewpoint TV can provide multi-angle view point images for viewer needs. In the real world, But all angle view point images can not be captured by camera. Only a few any angle view point images are captured by each camera. Group of the captured images is called multi-view image. Therefore free viewpoint TV wants to production of virtual sub angle view point images form captured any angle view point images. Interpolation methods are known of this problem general solution. To product interpolated view point image of correct angle need to depth image of multi-view image. Unfortunately, multi-view video including depth image is necessary to develop a new compression encoding technique for storage and transmission because of a huge amount of data. Layered depth image is an efficient representation method of multi-view video data. This method makes a data structure that is synthesis of multi-view color and depth image. This paper proposed enhanced compression method using layered depth image representation and H.264/AVC video coding technology. In experimental results, confirmed high compression performance and good quality reconstructed image.

Efficient Distributed Processing Scheme for Load Balancing of MMORPG Servers (MMORPG 서버의 부하균등화를 위한 효율적인 분산처리 기법)

  • Jang, Su-Min;Yoo, Jae-Soo
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.11
    • /
    • pp.69-75
    • /
    • 2007
  • In this paper, we propose a new distributed processing scheme to support MMORPG (Massively Multiplayer Online Role-Playing Games). But existing distributed game servers have some problems such as hotspot, congestion, server failure problems, and so on. To solve such problems, our proposed scheme begins by splitting the large virtual world into smaller regions, each region handled by a different server. We present a scheme that reduces the bandwidth requirements for both game servers and clients. Also our scheme allows seamless interaction among players residing on areas handled by different servers. We show an excellence of the proposed solution through various experiments.

A Comparative Analysis of Geospatial Information Strategy and Ubiquitous Policy Between Korea and Japan (우리나라와 일본의 국가 GIS 추진전략 및 유비쿼터스 정책 비교분석)

  • Suh, Yong-Cheol;SaKong, Ho-Sang;Lee, Young-Joo
    • Journal of Korean Society for Geospatial Information Science
    • /
    • v.16 no.2
    • /
    • pp.3-8
    • /
    • 2008
  • Informatization today has been developed in a ubiquitous environment unifying real and virtual space from digital space. To reflect on this trend, the government has promoted the u-Korea Project, which is a national strategy based on ubiquitous technology. With this national informatization policy, 'The Creation of the Infrastructure for Realization of Ubiquitous Country' for establishing a ubiquitous world is presented in the 3rd National Geographic Information System (NGIS) Master Plan, which manages national spatial information. However, we have not yet discovered distinct change for ubiquitous environments and practical technologies. The purpose of the study is to explain the current status of Ubiquitous policies and National GIS policies as a representative national information strategies directed toward the ubiquitous society by comparing Korea and Japan, and then develops improved strategies for the future.

  • PDF

An analysis of correlations of users' attitudes toward avatars and identity play (identity play와 플레이어 태도에 관한 상관 연구)

  • Paik, Paul Chul-Ho
    • Journal of Korea Game Society
    • /
    • v.17 no.6
    • /
    • pp.199-208
    • /
    • 2017
  • Since the study by Turkle(1995), the concept of identity play in MMORPGs has been employed primarily to explain the reflection of users' identity in the avatar creation process in online games. This study attempts to conceptualize the identity play of the design process in which the user uses the avatar customizing system to create an avatar in the virtual world. This research verified the model of identity play through players' avatars, a model of the components of identity play constructed. The aims of this study pursued through an analysis of correlations of users' attitudes toward avatars. This study performed structural equation modeling to verify hypotheses about the variables that affect online identity play.